A Versatile Optical Model for Hybrid Rendering of Volume Data

In volume rendering, most optical models currently in use are based on the assumptions that a volumetric object is a collection of particles and that the macro behavior of particles, when they interact with light rays, can be predicted based on the behavior of each individual particle. However, such models are not capable of characterizing the collective optical effect of a collection of particles which dominates the appearance of the boundaries of dense objects. In this paper, we propose a generalized optical model that combines particle elements and surface elements together to characterize both the behavior of individual particles and the collective effect of particles. The framework based on a new model provides a more powerful and flexible tool for hybrid rendering of isosurfaces and transparent clouds of particles in a single scene. It also provides a more rational basis for shading, so the problem of normal-based shading in homogeneous regions encountered in conventional volume rendering can be easily avoided. The model can be seen as an extension to the classical model. It can be implemented easily, and most of the advanced numerical estimation methods previously developed specifically for the particle-based optical model, such as preintegration, can be applied to the new model to achieve high-quality rendering results.

[1]  Xing Mei,et al.  Fast Hydraulic Erosion Simulation and Visualization on GPU , 2007 .

[2]  Timo Ropinski,et al.  Efficient Shadows for GPU-based Volume Raycasting , 2011 .

[3]  Fei Yang,et al.  Skeleton Cuts—An Efficient Segmentation Method for Volume Rendering , 2011, IEEE Transactions on Visualization and Computer Graphics.

[4]  Klaus Mueller,et al.  Accelerated, high-quality refraction computations for volume graphics , 2005, Fourth International Workshop on Volume Graphics, 2005..

[5]  Marc Levoy,et al.  Display of surfaces from volume data , 1988, IEEE Computer Graphics and Applications.

[6]  Martin Kraus,et al.  Hardware-accelerated volume and isosurface rendering based on cell-projection , 2000 .

[7]  Timo Ropinski,et al.  Advanced illumination techniques for GPU-based volume raycasting , 2008, SIGGRAPH 2008.

[8]  Markus Hadwiger,et al.  Real-time volume graphics , 2006, Eurographics.

[9]  David S. Ebert,et al.  Interactive translucent volume rendering and procedural modeling , 2002, IEEE Visualization, 2002. VIS 2002..

[10]  Christof Rezk Salama,et al.  GPU-Based Monte-Carlo Volume Raycasting , 2007, 15th Pacific Conference on Computer Graphics and Applications (PG'07).

[11]  Mark S. Drew,et al.  Interactive spectral volume rendering , 2002, IEEE Visualization, 2002. VIS 2002..

[12]  Joe Michael Kniss,et al.  Multidimensional Transfer Functions for Interactive Volume Rendering , 2002, IEEE Trans. Vis. Comput. Graph..

[13]  Thomas Ertl,et al.  A two-step approach for interactive pre-integrated volume rendering of unstructured grids , 2002, Symposium on Volume Visualization and Graphics, 2002. Proceedings. IEEE / ACM SIGGRAPH.

[14]  U. Behrens,et al.  Adding shadows to a texture-based volume renderer , 1998, IEEE Symposium on Volume Visualization (Cat. No.989EX300).

[15]  Arnold W. M. Smeulders,et al.  Spectral Volume Rendering , 2000, IEEE Trans. Vis. Comput. Graph..

[16]  Martin Kraus,et al.  High-quality pre-integrated volume rendering using hardware-accelerated pixel shading , 2001, HWWS '01.

[17]  Arie E. Kaufman,et al.  Mixing translucent polygons with volumes , 1999, Proceedings Visualization '99 (Cat. No.99CB37067).

[18]  Min Chen,et al.  Spectral Volume Rendering based on the Kubelka‐Munk Theory , 2005, Comput. Graph. Forum.

[19]  Min Chen,et al.  Constructive Volume Geometry , 2000, Comput. Graph. Forum.

[20]  Martin Kraus,et al.  Hardware-accelerated volume and isosurface rendering based on cell-projection , 2000, Proceedings Visualization 2000. VIS 2000 (Cat. No.00CH37145).

[21]  Jie Tian,et al.  2D piecewise algebraic splines for implicit modeling , 2009, TOGS.

[22]  Bui Tuong Phong Illumination for computer generated pictures , 1975, Commun. ACM.

[23]  Nelson L. Max,et al.  Optical Models for Direct Volume Rendering , 1995, IEEE Trans. Vis. Comput. Graph..

[24]  Joe Michael Kniss,et al.  A Model for Volume Lighting and Modeling , 2003, IEEE Trans. Vis. Comput. Graph..

[25]  Martin Kraus,et al.  Scale-invariant volume rendering , 2005, VIS 05. IEEE Visualization, 2005..

[26]  Lisa M. Sobierajski,et al.  Global illumination models for volume rendering , 1994 .

[27]  Simon Stegmaier,et al.  A simple and flexible volume rendering framework for graphics-hardware-based raycasting , 2005, Fourth International Workshop on Volume Graphics, 2005..

[28]  Kazunori Nozaki,et al.  Improvement of particle-based volume rendering for visualizing irregular volume data sets , 2010, Comput. Graph..

[29]  Timo Ropinski,et al.  Interactive volumetric lighting simulating scattering and shadowing , 2010, 2010 IEEE Pacific Visualization Symposium (PacificVis).

[30]  Kwan-Liu Ma,et al.  High-quality lighting and efficient pre-integration for volume rendering , 2004, VISSYM'04.

[31]  Ralf Ratering,et al.  Adding Shadows to a Texture-Based Volume Renderer , 1998, VVS.

[32]  Thomas Ertl,et al.  Interactive Clipping Techniques for Texture-Based Volume Visualization and Volume Shading , 2003, IEEE Trans. Vis. Comput. Graph..

[33]  Min Chen,et al.  Spectral volume rendering using GPU-based raycasting , 2006, The Visual Computer.