Texture mapping based Volume Rendering

Ciro Durán <ciro (at) ldc (dot) usb (dot) ve>
Francisco Morillo <francisco (at) ldc (dot) usb (dot) ve>

Actual screenshot

Contents


Abstract

Volume Rendering (VR) is a technique for producing 2D proyections from discreet 3D data. The main applications for this technique are medical or geological data visualization, or fluid dynamics representations. The objective of this thesis is to evaluate the way conventional graphic hardware can be used to produce good quality and high performance visualizations.

VR as a physical process simulates light behaviour passing through a semi-transparent medium, requiring high cost calculations, both in time ans space. New approaches to this problem deal with acceleration the simulation by pre-calculating parts of the process.

We implemented and evaluated several Direct VR techniques, namely ray casting and texture-based renders. We also implemented our own versions of the works of Westermann & Sevenich, and Engel, Kraus & Ertl. The latter produce high quality and interactive framerate images using texture-based algorithms and VR integral pre-calculations (pre-integration), which can compete with more complex techniques.

We obtained a performance and quality reference with the evaluation of direct VR algorithms implemented with OpenGL and Cg (C for Graphics). These results of these implementations were compared against the published results, which show that real-time data visualization with direct VR using conventional graphic hardware is viable.

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Gallery

Final screenshots

Direct VR example

Direct VR example

2D Object-Aligned Textures - Skull

2D Object-Aligned Textures - Skull

3D Object-Aligned Textures - Gray matter

3D Object-Aligned Textures - Gray matter

Engel, Kraus & Ertl implementation - Muscle and Skin

Engel, Kraus & Ertl implementation - Muscle and Skin

Engel, Kraus & Ertl implementation - Fat

Engel, Kraus & Ertl implementation - Fat

Engel, Kraus & Ertl implementation - Skull

Engel, Kraus & Ertl implementation - Skull

Multivolumes - 3 classes: Fat, Skull and Gray matter

Multivolumes - 3 classes: Fat, Skull and Gray matter

Multivolumes - 4 classes: Muscle and Skin, Skull, Fat, Gray matter

Multivolumes - 4 classes: Muscle and Skin, Skull, Fat, Gray matter

Multivolumes - 4 classes: Muscle and Skin, Skull, Fat, Gray matter. Other colors.

Multivolumes - 4 classes: Muscle and Skin, Skull, Fat, Gray matter. Other colors.

Multivolumes - 4 classes: Muscle and Skin, Skull, Fat, Gray matter. Other colors.

Multivolumes - 4 classes: Muscle and Skin, Skull, Fat, Gray matter. Other colors.

Software ray casting - Glial matter

Software ray casting - Glial matter

Software ray casting - Gray matter, Muscle and Skin, and White matter.

Software ray casting - Gray matter, Muscle and Skin, and White matter.

Westermann after ray casting - Skull

Westermann after ray casting - Skull

Westermann after ray casting - Muscle and Skin

Westermann after ray casting - Muscle and Skin

Differences between eye-aligned and object-aligned slices

Differences between eye-aligned and object-aligned slices

Volume and texture proportions

Volume and texture proportions

Westermann after ray casting - 2 classes: Gray matter and Fat.

Westermann after ray casting - 2 classes: Gray matter and Fat.

Demonstration of popping between 2 2D Texture sets

Demonstration of popping between 2 2D Texture sets

Texture overlapping demonstration

Texture overlapping demonstration

 

 

First screenshots

Gray matter - Full opacity

Gray matter - Full opacity

Gray matter - Half opacity

Gray matter - Half opacity

Gray matter - Other material color

Gray matter - Other material color

Muscle and Skin - Full opacity

Muscle and Skin - Full opacity

Muscle and Skin - Half opacity

Muscle and Skin - Half opacity

Muscle and Skin - Almost no opacity

Muscle and Skin - Almost no opacity

Multiple volume software ray casting - Gray matter, Muscle and Skin

Multiple volume software ray casting - Gray matter, Muscle and Skin

 

 

Results Graphics

Data dispersion graphic

Data dispersion

Data occupancy graphic

Data occupancy

2D Textures rotating - Zoom 1.0

2D Textures rotating - Zoom 1.0

2d Textures rotating - Zoom 2.0

2d Textures rotating - Zoom 2.0

3D Textures Object-Aligned rotating - Zoom 1.0

3D Textures Object-Aligned rotating - Zoom 1.0

3D Textures Object-Aligned rotating - Zoom 2.0

3D Textures Object-Aligned rotating - Zoom 2.0

3D Textures Eye-Aligned rotating - Zoom 1.0

3D Textures Eye-Aligned rotating - Zoom 1.0

3D Textures Eye-Aligned rotating - Zoom 2.0

Multitexture implementation

Multitexture implementation

Engel, Kraus & Ertl implementation

Engel, Kraus & Ertl implementation

Westermann & Sevenich implementation - Zoom 1.0

Westermann & Sevenich implementation - Zoom 1.0

Westermann & Sevenich implementation - Zoom 2.0

Westermann & Sevenich implementation - Zoom 2.0

 

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Presentations

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Bibliography

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Back to my site

Thesis: Texture Mapping Based Volume Rendering
Authors: Ciro Durán <ciro (at) ldc (dot) usb (dot) ve>, Francisco Morillo <francisco (at) ldc (dot) usb (dot) ve>.
Date: 26 july, 2006, 2:41 A.M.