{"title":"Gigabyte Volume Viewing Using Split Software/Hardware Interpolation","authors":"W. Volz","doi":"10.1145/353888.353891","DOIUrl":"https://doi.org/10.1145/353888.353891","url":null,"abstract":"This paper describes an application for viewing large volumes of 3D seismic data. The program can display arbitrarily oriented viewing objects situated in gigabyte sized data sets. Using a novel interpolation technique combined with level of detail volumes, data caches, BSP trees and other graphical tricks, interactive frame rates better than 15 frames/second can be achieved (depending on the size of the viewing object). This paper describes most of these techniques in some detail, but the main theme of the paper is the novel interpolation method. This method splits tri-linear interpolation between software and hardware. This method was implemented to use multi-threading on multiprocessor machines to further improve frame rates. The combination of multi-threaded input of data in combination with a data cache allows the program to run on machines that have smaller RAM than the size of volume.","PeriodicalId":189891,"journal":{"name":"2000 IEEE Symposium on Volume Visualization (VV 2000)","volume":"52 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2000-10-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129404096","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Shape-Based Volumetric Collision Detection","authors":"N. Gagvani, D. Silver","doi":"10.1145/353888.353899","DOIUrl":"https://doi.org/10.1145/353888.353899","url":null,"abstract":"In this paper, we describe a method to detect collisions between volumetric objects. A hierarchy of bounding spheres is computed from a volumetric object based on the distance transform. Multiple levels of bounding approximations to the volumetric object are automatically computed. The computation of bounding spheres is based on the shape of the object. Only those spheres which are essential to the description of the shape at a certain level of detail are included. This results in a tighter fitting bounding volume compared to existing methods for collision detection. Because of the tighter fit, we are able to use fewer spheres for collision testing at each level, thus decreasing computation time. Since our method is based on the shape of the object, the hierarchical spheres are determined for the first frame and can then animate along with the volumetric object.","PeriodicalId":189891,"journal":{"name":"2000 IEEE Symposium on Volume Visualization (VV 2000)","volume":"56 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2000-10-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114547988","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"The ULTRAVIS System","authors":"G. Knittel","doi":"10.1145/353888.353901","DOIUrl":"https://doi.org/10.1145/353888.353901","url":null,"abstract":"This paper describes architecture and implementation of the ULTRAVIS system, a pure software solution for versatile and fast volume rendering. It provides perspective raycasting, tri-linear interpolation, on-the-fly classification using look-up tables, gradient shading (both diffuse and specular reflection), four light sources, and alpha blending. For high frame rates, early ray termination and empty space skipping are implemented. Furthermore, subsampling during motion is provided. The system accepts raw data sets of 8-bit voxels as well as pre-segmented data sets containing up to 16 different materials. For gradient shading, the gradients are precomputed and included in 32-bit voxels. Additionally, the system supports volume animation, i.e., the display of a sequence of data sets. The system was specifically designed for Pentium III CPUs, and makes extensive use of MMX and Streaming SIMD instructions. It is a multi-threaded application and thus takes advantage of multiprocessor platforms. Time-critical portions of the code have been hand-optimized in assembler. As a result, the system can achieve interactive to real-time performance. ULTRAVIS runs on the Windows NT 4.0 operating system on standard PCs.","PeriodicalId":189891,"journal":{"name":"2000 IEEE Symposium on Volume Visualization (VV 2000)","volume":"18 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2000-10-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132813924","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Manfred Weiler, R. Westermann, C. Hansen, Kurt Zimmerman, T. Ertl
{"title":"Level-of-Detail Volume Rendering via 3D Textures","authors":"Manfred Weiler, R. Westermann, C. Hansen, Kurt Zimmerman, T. Ertl","doi":"10.1145/353888.353889","DOIUrl":"https://doi.org/10.1145/353888.353889","url":null,"abstract":"In this paper we present an adaptive approach to volume rendering via 3D textures at arbitrary levels of detail. The algorithm has been designed to enable interactive exploration of large-scale data sets while providing user-adjustable resolution levels. A texture map hierarchy is constructed in a way that minimizes the amount of texture memory with respect to the power-of-two restriction imposed by OpenGL implementations. In addition, our hierarchical level-of-detail representation guarantees consistent interpolation between different resolution levels. Special attention has been paid to the fixing of rendering artifacts that are introduced by non-corrected opacities at level transitions. By adapting the sample slice distance with regard to the desired level-of-detail, the number of texture lookups is reduced significantly.","PeriodicalId":189891,"journal":{"name":"2000 IEEE Symposium on Volume Visualization (VV 2000)","volume":"29 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2000-10-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129110112","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Accelerating Volume Rendering with Quantized Voxels","authors":"Benjamin Mora, J. Jessel, R. Caubet","doi":"10.1145/353888.353900","DOIUrl":"https://doi.org/10.1145/353888.353900","url":null,"abstract":"We present here a new algorithm for accelerating volume rendering with an orthographic projection. Because volume rendering handles huge data sets, a reduction in the computational cost of voxel projection is required to obtain interactive volume rendering. We satisfy this issue by using the possibilities of orthographic projection that allows the quantization of voxel positions by subdividing the pixels. The same projection properties are given for all the voxels with the center falling within the same pixel subdivision. In contrast with classical algorithms that require several instructions to compute either the next traversed voxel or the next rasterized pixel, our method needs only one addition instruction and one addressing instruction that is sufficient to determine one projected pixel. Splatting can also have a decisive advantage of it. Our algorithm is well suited for low-end platforms when no hardware acceleration is available. Experimental results show that our rendering rate is better than other existing methods. This algorithm might allow obtaining real-time volume rendering on conventional computers soon.","PeriodicalId":189891,"journal":{"name":"2000 IEEE Symposium on Volume Visualization (VV 2000)","volume":"17 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2000-10-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125685966","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}