Visualization Enhancements of Dense Particle Data Sets James L. Bigler School of Computing...
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Transcript of Visualization Enhancements of Dense Particle Data Sets James L. Bigler School of Computing...
Visualization Enhancements of Dense Particle Data Sets
James L. BiglerSchool of Computing
University of UtahNovember 8, 2004
Outline
• Motivation and Introduction
• Ambient Occlusion Shading
• Silhouette Edges
Phong Shaded
Data courtesy: Gerald T. Seidler University of Washington
With Silhouettes
With Ambient Occlusion
With Ambient Occlusion and SilhouettesSilhouettes
Why Particle Visualization?
Macro Micro Crop by value
How are Particles Visualized?
Local Lighting Models
Good for local (micro) structure, bad for global (macro) structure.
Shadows
Global Illumination
• Variation in ambient regions
• Soft shadows
• Interreflection of light between surfaces
Wyman Global Illumination for Interactive Isosurfaces
• Wyman et al. cached global illumination values on a grid. Goal was to maintain interactivity during rendering.
Ambient Occlusion or Obscurances
• Zhukov et al. Iones et al.
• Precomputed
• Stored as textures
• Geometric property
Vicinity Shading
• James Stewart• Similar to Wyman, precomputes and stores
in a texture volume for later use in interactive applications.
Silhouette Edges from Depth Buffer
• Usually black, emphasizes view dependent hull of objects
• Saito and Takahashi (“Comprehensible Rendering of 3-D Shapes”)– Cache various aspects of the
rendered image – Use depth and convolution
to find silhouette edges
Particle Ray Tracing
• Parker et al. show in “Interactive ray tracing” that large numbers of particles can interactively be rendered using a parallel ray tracer.
Ambient Occlusion
Texture Resolution
• 16x16 provides a nice compromise– Fidelity– Memory– Computation time
Precomputation Time and Memory
• Using 20 R14K processors on an SGI Origin 3800 (muse.sci.utah.edu). Textures were 16x16 with 49 samples per texel.
955,000
66 min.
233 MB
952,755
261 min.
232 MB
543,088
33 min.
132 MB
7,157,720
12 hours
1,747 MB
Fireball Bullet Foam
Impact on Performance• 10% slower than direct lighting alone.
• However, using only the ambient occlusion values can yield as good as or better performance than direct lighting alone.
Direct lighting
DL with Textures
Textures w/o DL
Fireball 6 16.43 f/s 14.97 f/s 16.75 f/s
Fireball 11 10.55 f/s 9.59 f/s 10.16 f/s
Cylinder 6 13.32 f/s 12.15 f/s 13.37 f/s
Cylinder 22
11.71 f/s 10.94 f/s 11.75 f/s
Bullet 2 28.17 f/s 25.59 f/s 28.79 f/s
Bullet 12 28.76 f/s 25.71 f/s 28.41 f/s
ImagesDirect Lighting
onlyDirect lighting with ambient occlusion
textures
Ambient occlusion textures only
Cylinder 22 Bullet 6 Fireball 11
Impact on Performance• 10% slower than direct lighting alone.
• However, using only the ambient occlusion values can yield as good as or better performance than direct lighting alone.
Direct lighting
DL with Textures
Textures w/o DL
Fireball 6 16.43 f/s 14.97 f/s 16.75 f/s
Fireball 11 10.55 f/s 9.59 f/s 10.16 f/s
Cylinder 6 13.32 f/s 12.15 f/s 13.37 f/s
Cylinder 22
11.71 f/s 10.94 f/s 11.75 f/s
Bullet 2 28.17 f/s 25.59 f/s 28.79 f/s
Bullet 12 28.76 f/s 25.71 f/s 28.41 f/s
Silhouette Edges
• Two options– Precomputation
(object based)– Run time
• Object based
• Image based
Ingredients for Edges
• Image buffer • Depth buffer• Edge detection kernel• Threshold for zero
crossings
-1 -1 -1
-1 8 -1
-1 -1 -1Laplacian kernel
Threshold Edge Response
• Anatomy of a ray
• If a and |b| are the same for each pixel we can use the collection of t as a depth buffer.
Depth Buffer
p(t) = a + tb
t
Performance
Without With
A 17.064 f/s 16.056 f/s
B 2.220 f/s 2.179 f/s
C 2.220 f/s 2.197 f/s
D 1.155 f/s 1.162 f/s
E 2.683 f/s 2.632 f/s
A
B C
D E
Movie
Movie
Questions?