Space-time points: 4D splatting on efficient grids

N. Neophytou, K. Mueller
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引用次数: 63

Abstract

4D datasets, such as time-varying datasets, usually come on 4D Cartesian Cubic (CC) grids. In this paper, we explore the use of 4D Body Centered Cubic (BCC) grids to provide a more efficient sampling lattice. We use this lattice in conjunction with a point-based renderer that further reduces the data into an RLE-encoded list of relevant points. We achieve compression ranging from 50 to 80% in our experiments. Our 4D visualization approach follows the hyperslice paradigm: the user first specifies a 4D slice to extract a 3D volume, which is then viewed using a regular point-based full volume renderer. The slicing of a 4D BCC volume yields a 3D BCC volume, which theoretically has 70% of the datapoints of an equivalent CC volume. We reach compressions close to this in practice. The visual quality of the rendered BCC volume is virtually identical with that obtained from the equivalent CC volume, at 70-80% of the CC grid rendering time. Finally, we also describe a 3.5D visualization approach that uses motion blur to indicate the transition of objects along the dimension orthogonal to the extracted hyperslice in one still image. Our approach uses interleaved rendering of a motion volume and the current iso-surface volume to acid the motion blurring effect with proper occlusion and depth relationships.
时空点:四维溅射在高效网格上
四维数据集,如时变数据集,通常出现在四维笛卡尔立方网格上。在本文中,我们探索了使用四维体心立方(BCC)网格来提供更有效的采样晶格。我们将此点阵与基于点的渲染器结合使用,该渲染器进一步将数据减少为rle编码的相关点列表。在我们的实验中,我们实现了50%到80%的压缩。我们的4D可视化方法遵循超切片范式:用户首先指定一个4D切片来提取3D体积,然后使用常规的基于点的全体积渲染器查看。4D BCC体积的切片产生3D BCC体积,理论上具有等效CC体积的70%的数据点。在实践中,我们达到了接近这个的压缩。渲染的BCC体的视觉质量几乎与等效CC体获得的视觉质量相同,在70-80%的CC网格渲染时间。最后,我们还描述了一种3.5D可视化方法,该方法使用运动模糊来指示物体沿着与提取的超切片正交的维度在一张静止图像中的过渡。我们的方法使用运动体和当前等表面体的交错渲染,通过适当的遮挡和深度关系来增强运动模糊效果。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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