Title: Splatting
1Splatting
- Jian Huang, CS 594, Spring 2002
- This set of slides reference slides made by Ohio
State University alumuni over the past several
years.
2Volumetric Ray Integration
color
opacity
object (color, opacity)
3Splatting
- Lee Westover - Vis 1989 SIGGRAPH 1990
- Object order method
- Front-To-Back or Back-To-Front
- Original method - fast, poor quality
- Many many improvements since then!
- Crawfis93 textured splats
- Swan96, Mueller97 anti-aliasing
- Mueller98 image-aligned sheet-based splatting
- Mueller99 post-classified splatting
- Huang00 new splat primitive FastSplats
4Splatting
- Volume field of 3D interpolation kernel
- One kernel at each grid voxel
- Each kernel leaves a 2D footprint on screen
- Voxel contribution footprint (C, opacity)
- Weighted footprints accumulate into image
screen footprints splats
voxel kernels
screen
5Splatting
- Volume field of 3D interpolation kernel
- One kernel at each grid voxel
- Each kernel leaves a 2D footprint on screen
- Voxel contribution footprint (C, opacity)
- Weighted footprints accumulate into image
screen footprints splats
voxel kernels
screen
6Splatting
- Volume field of 3D interpolation kernel
- One kernel at each grid voxel
- Each kernel leaves a 2D footprint on screen
- Voxel contribution footprint (C, opacity)
- Weighted footprints accumulate into image
screen footprints splats
voxel kernels
screen
7Splatting
- Volume field of 3D interpolation kernel
- One kernel at each grid voxel
- Each kernel leaves a 2D footprint on screen
- Voxel contribution footprint (C, opacity)
- Weighted footprints accumulate into image
screen footprints splats
voxel kernels
screen
8Ray-casting - revisited
Interpolationkernel
volumetric compositing
color c c s ?s(1 - ?) c
opacity ? ? s (1 - ?) ?
object (color, opacity)
9Ray-casting - revisited
- (ideally) we would reconstruct the continuous
volume (cloud) using the interpolation kernel h - the we would compute the analytic integral along
a ray r - this can only be approximated by discretization
(hey! Which optical model is this equation??)
10Splatting - principal idea
- This last equation
- can be rewritten in the following way
Splatting Kernel or Splat
- Which can be computed analytically known as
footprint
11Footprint Extent
Approximate the 3D kernel (h(x,y,z))extent by a
sphere
12Footprint Table
A popular kernel is a three-dimensional Gaussian
(radially symmetric) As 1D integration of 3D
Gaussian is still a 2D Gaussian we can just
skip the Z integration and evaluate the
Gaussian function on 2D image space after voxel
projection
Generic footprint table
preprocessing
13View-dependent footprint
It is possible to transform a sphere kernel into
A ellipsoid
- The projection of an
- ellipsoid is an ellipse
- We need to transform the
- generic footprint table
- to the ellipse
14View-dependent footprint (2)
15Example Footprint at Different Resolutions
16Footprint - principal idea
- Draw each voxel as a cloud of points (footprint)
that spreads the voxel contribution across
multiple pixels. - Larger footprint -gt larger spatial kernel extent
-gt lower frequency components -gt more blurring - Large pixel/voxel ratio
17Rendering a Splat
- Use texture mapping hardware to resample
footprint table (either single density channel or
separate classified r,g,b,a channels) - Or, use FastSplats to render each splat as a
graphics primitive of itself
18Splatting - efficiency
- footprint - splatted (integrated) kernel
- if interpolation kernel is isotropic (spherical)
then its footprint is independent of the view
point (for orthographic viewing) - for perspective - footprint can be approximated
with an ellipse - Hence, for common cases, we can pre-integrate it
(efficient!) - for perspective projection, to approximate, we
have to compute the orientation of the ellipse
19Splatting - Highlights
- Footprints can be pre-integrated
- fast voxel projection
- Advantages over ray-casting
- Fast voxel interpolation is in 2D on screen
- More accurate integration (analytic for X-ray)
- More accurate reconstruction (afford better
kernels) - Only relevant voxels must be projected
20 Early Implementation Axis Aligned Splatting
- Voxel kernels are added within axis-aligned
sheets - Sheets are composited front-to-back
- Sheets volume slices most perpendicular to the
image plane
volume slices
volume slices
image plane at 70
image plane at 30
21Early Implementation Axis Aligned Splatting
volume slices
sheet buffer
image plane
compositing buffer
22Early Implementation Axis Aligned Splatting
- Add voxel kernels within first sheet
volume slices
sheet buffer
image plane
compositing buffer
23Early Implementation Axis Aligned Splatting
- Transfer to compositing buffer
volume slices
sheet buffer
image plane
compositing buffer
24Early Implementation Axis Aligned Splatting
- Add voxel kernels within second sheet
volume slices
sheet buffer
image plane
compositing buffer
25Early Implementation Axis Aligned Splatting
- Composite sheet with compositing buffer
volume slices
sheet buffer
image plane
compositing buffer
26Early Implementation Axis Aligned Splatting
- Add voxel kernels within third sheet
volume slices
sheet buffer
image plane
compositing buffer
27Early Implementation Axis Aligned Splatting
- Composite sheet with compositing buffer
volume slices
sheet buffer
image plane
compositing buffer
28What Doesnt Work?
- Mathematically, the early splatting methods only
work for X-ray type of rendering, where voxel
ordering is not important - Bad approximation for other types of optical
models - Object ordering is important in volume rendering,
front objects hide back objects - need to composite splats in proper order, else we
get bleeding of background objects into the image
(color bleeding!) - Axis- aligned approach add all splats that fall
within a volume slice most parallel to the image
plane, composite these sheets in front- to- back
order - Incorrect accumulating on axis-aligned face cause
popping - A better approximation with Riemann sum is to use
the image-aligned sheet-based approach
29Problems Early Implementation Axis Aligned
Splatting
- In-accurate compositing, result in color bleeding
and popping artifacts (Demo)!
Part of this voxel
gets composited beforepart of this voxel
30Image-Aligned Sheet-Buffer
- Slicing slab cuts kernels into sections
- Kernel sections are added into sheet-buffer
- Sheet-buffers are composited
sheet buffer
image plane
compositing buffer
31Image-Aligned Sheet-Buffer
- Slicing slab cuts kernels into sections
- Kernel sections are added into sheet-buffer
- Sheet-buffers are composited
sheet buffer
image plane
compositing buffer
32Image-Aligned Sheet-Buffer
- Slicing slab cuts kernels into sections
- Kernel sections are added into sheet-buffer
- Sheet-buffers are composited
sheet buffer
image plane
compositing buffer
33Image-Aligned Sheet-Buffer
- Slicing slab cuts kernels into sections
- Kernel sections are added into sheet-buffer
- Sheet-buffers are composited
sheet buffer
image plane
compositing buffer
34Image-Aligned Sheet-Buffer
- Slicing slab cuts kernels into sections
- Kernel sections are added into sheet-buffer
- Sheet-buffers are composited
sheet buffer
image plane
compositing buffer
35Image-Aligned Sheet-Buffer
- Slicing slab cuts kernels into sections
- Kernel sections are added into sheet-buffer
- Sheet-buffers are composited
sheet buffer
image plane
compositing buffer
36Image-Aligned Sheet-Buffer
- Slicing slab cuts kernels into sections
- Kernel sections are added into sheet-buffer
- Sheet-buffers are composited
sheet buffer
image plane
compositing buffer
37Image-Aligned Splatting
- Note We need an array of footprint tables now. A
separate footprint table for each slice of the 3D
reconstruction kernel.
38Volume Rendering Pipeline Two Variations
39Volume Rendering Pipeline Two Variations
40IASB Splatting
- No popping or color bleeding
- Sharp, noise-free images
41Occlusion Culling
- A voxel is only visible if the volume material in
front is not opaque
screen
occluded voxel does not pass visibility test
wall of occluding voxels
occlusion map opacity image
42Visibility Test Based on SAT of Occlusion Buffer
- Compute occlusion map after each sheet
- Cull both individual voxel and voxel sets with a
summed area table of occlusion map
Do not project
Project
opacity ? threshold
opacity lt threshold
occlusion map
opacity 0
43Occlusion Culling
- Build a summed area table (SAT) from the opacity
buffer - To test whether a rectangular region is opaque or
not, check the four corners - Can cull voxel sets directly
44Anti-aliasing
- Needed to preserve small features
- Needed for the diverging rays in perspective
- In splatting, resize the footprint according to
depth
Aliased anti-aliased
45Motion Blur
- Stretch the reconstruction kernel in the
direction of movement. - Stretch the splat footprint in the direction of
the projected movement (2D).
46Camera Depth-of-Field
- Two possible approaches
- Low-pass filter the splats
- Low-pass filter the sheets
Plain with Depth-of-Field
47Procedural Textures
- Easily done with pre-coloring
- Per-pixel
48Bump-Mapping
- If calculating the normal per-pixel, we can
modulate it to achieve bump mapping.
49Per-pixel Classification
- Per-pixel classification can be based on gray
scale, position, gradient, or ...
7.25 sec
9.41 sec (procedural)
7.99 sec
50Scan-Converting A Splat
- Scan-convert an arbitrary-size radially symmetric
2D function centered at arbitrary position - circular or elliptical
- Texture mapping hardware is not the solution
- We want a hardware accelerated splat or point
primitive
51Fast Splats FastSplat
- We desire
- fast scan conversion
- minimum or controllable errors
- compact storage
- simple integer operation
52FastSplats
- 1D Linear
- 1D Squared
- 2D
- 1D with Radius Look Up Table (RLUT)
531D Linear, 1D Squared FastSplats
1D Linear FastSplat, indexed by rx,y
rx,y
1D Squared FastSplat, indexed by r2x,y
(x,y)
(xo,yo)
(x1,y)
541D Squared FastSplat (Elliptical)
- For elliptical kernels, if we define a canonical
radius - The incremental scan-conversion still works at
the same low cost
55FastSplats
- 1D Linear
- 1D Squared
- 2D
- 1D with Radius Look Up Table (RLUT)
562D FastSplat (BitBlt,VoxBlt)
Pre-rasterized footprint with center at (xo,yo),
radius r
Pre-rasterized footprints for all possible center
positions, radius r
Snap splat center to a k by k sub-pixel grid
572D FastSplats
Pre-rasterized footprints for all possible center
positions, for all possible radii
Snap splat center to a k by k sub-pixel grid
Allow for a set of radius values
582D FastSplats (2)
- The storage need
- When storage is limited, the quality is limited
too - Mora00, similar
59FastSplats
- 1D Linear
- 1D Squared
- 2D
- 1D with Radius Look Up Table (RLUT)
601D RLUT FastSplat
- For hardware, we need finer parallelism than
scan-line
611D FastSplat with RLUT
RLUT
621D FastSplat with RLUT
- At a k by k subpixel precision
631D FastSplat with RLUT
- At a k by k subpixel precision
641D FastSplat with RLUT
- At a k by k subpixel precision
651D FastSplat with RLUT
- At a k by k subpixel precision
661D FastSplat with RLUT
- At a k by k subpixel precision
671D FastSplat with RLUT
- At a k by k subpixel precision
681D FastSplat with RLUT
- At a k by k subpixel precision
691D FastSplat with RLUT
- At a k by k subpixel precision
701D FastSplat with RLUT
- At a k by k subpixel precision
711D FastSplat with RLUT
- At a k by k subpixel precision
721D FastSplat with RLUT
- At a k by k subpixel precision
731D FastSplat with RLUT
- At a k by k subpixel precision
741D FastSplat with RLUT
- At a k by k subpixel precision
751D FastSplat with RLUT
- At a k by k subpixel precision
761D FastSplat with RLUT
- At a k by k subpixel precision
771D FastSplat with RLUT
- At a k by k subpixel precision
781D FastSplat with RLUT
- k by k subpixel precision
791D FastSplat with RLUT
x or y offset
- Due to symmetry, the RLUT set for x component is
the same as the RLUT set for the y component - one RLUT set
- k 1D tables
- each of splat_extent length
k
splat_extent
80Comparisons Among the FastSplats
- 1D Linear very accurate, compact, slow
- 1D Squared accurate, compact, fast
- 1D RLUT accurate, compact, intended for hardware
- 2D FastSplat can be very fast, accurate and
compact under constrained conditions