Image Plane Sweep Volume Illumination

In recent years, many volumetric illumination models have been proposed, which have the potential to simulate advanced lighting effects and thus support improved image comprehension. Although volume ray-casting is widely accepted as the volume rendering technique which achieves the highest image quality, so far no volumetric illumination algorithm has been designed to be directly incorporated into the ray-casting process. In this paper we propose image plane sweep volume illumination (IPSVI), which allows the integration of advanced illumination effects into a GPU-based volume ray-caster by exploiting the plane sweep paradigm. Thus, we are able to reduce the problem complexity and achieve interactive frame rates, while supporting scattering as well as shadowing. Since all illumination computations are performed directly within a single rendering pass, IPSVI does not require any preprocessing nor does it need to store intermediate results within an illumination volume. It therefore has a significantly lower memory footprint than other techniques. This makes IPSVI directly applicable to large data sets. Furthermore, the integration into a GPU-based ray-caster allows for high image quality as well as improved rendering performance by exploiting early ray termination. This paper discusses the theory behind IPSVI, describes its implementation, demonstrates its visual results and provides performance measurements.

[1]  Eric Penner,et al.  Isosurface Ambient Occlusion and Soft Shadows with Filterable Occlusion Maps , 2008, VG/PBG@SIGGRAPH.

[2]  Christopher Giertsen,et al.  Volume visualization of sparse irregular meshes , 1992, IEEE Computer Graphics and Applications.

[3]  Joseph S. B. Mitchell,et al.  The Lazy Sweep Ray Casting Algorithm for Rendering Irregular Grids , 1997, IEEE Trans. Vis. Comput. Graph..

[4]  Ricardo Farias,et al.  ZSWEEP: An Efficient and Exact Projection Algorithm for Unstructured Volume Rendering , 2000, 2000 IEEE Symposium on Volume Visualization (VV 2000).

[5]  Rüdiger Westermann,et al.  Acceleration techniques for GPU-based volume rendering , 2003, IEEE Visualization, 2003. VIS 2003..

[6]  David C. Banks,et al.  Pre-computed illumination for isosurfaces , 2006, Electronic Imaging.

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

[8]  Timo Ropinski,et al.  About the Influence of Illumination Models on Image Comprehension in Direct Volume Rendering , 2011, IEEE Transactions on Visualization and Computer Graphics.

[9]  Anders Ynnerman,et al.  Local Ambient Occlusion in Direct Volume Rendering , 2010, IEEE Transactions on Visualization and Computer Graphics.

[10]  Jan Westerholm,et al.  Scalable Height Field Self‐Shadowing , 2010, Comput. Graph. Forum.

[11]  Anders Ynnerman,et al.  Efficient Visibility Encoding for Dynamic Illumination in Direct Volume Rendering , 2012, IEEE Transactions on Visualization and Computer Graphics.

[12]  Timo Ropinski,et al.  Advanced Light Material Interaction for Direct Volume Rendering , 2010, VG@Eurographics.

[13]  Ivan Viola,et al.  A Multidirectional Occlusion Shading Model for Direct Volume Rendering , 2010, Comput. Graph. Forum.

[14]  Klaus Mueller,et al.  Lattice-Based Volumetric Global Illumination , 2007, IEEE Transactions on Visualization and Computer Graphics.

[15]  Anders Ynnerman,et al.  Efficient Ambient and Emissive Tissue Illumination using Local Occlusion in Multiresolution Volume Rendering , 2007, VG@Eurographics.

[16]  Sergey Zhukov,et al.  An Ambient Light Illumination Model , 1998, Rendering Techniques.

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

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

[19]  Pradeep Dubey,et al.  Mapping High-Fidelity Volume Rendering for Medical Imaging to CPU, GPU and Many-Core Architectures , 2009, IEEE Transactions on Visualization and Computer Graphics.

[20]  Brian Cabral,et al.  Accelerated volume rendering and tomographic reconstruction using texture mapping hardware , 1994, VVS '94.

[21]  Michael Ian Shamos,et al.  Computational geometry: an introduction , 1985 .

[22]  Mathias Schott,et al.  A Directional Occlusion Shading Model for Interactive Direct Volume Rendering , 2009, Comput. Graph. Forum.

[23]  Roger Crawfis,et al.  Shadows and Soft Shadows with Participating Media Using Splatting , 2003, IEEE Trans. Vis. Comput. Graph..

[24]  Min Chen,et al.  Local and Global Illumination in the Volume Rendering Integral , 2010, Scientific Visualization: Advanced Concepts.

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

[26]  Timo Ropinski,et al.  Interactive Volume Rendering with Dynamic Ambient Occlusion and Color Bleeding , 2008, Comput. Graph. Forum.

[27]  Roger Crawfis,et al.  Volumetric shadows using splatting , 2002, IEEE Visualization, 2002. VIS 2002..

[28]  Markus Hadwiger,et al.  GPU-accelerated deep shadow maps for direct volume rendering , 2006, GH '06.

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

[30]  Daniel Weiskopf,et al.  Sort-First Parallel Volume Rendering , 2011, IEEE Transactions on Visualization and Computer Graphics.

[31]  Arie E. Kaufman,et al.  A ray-slice-sweep volume rendering engine , 1997, HWWS '97.

[32]  Anders Ynnerman,et al.  Interactive Global Light Propagation in Direct Volume Rendering using Local Piecewise Integration , 2008, VG/PBG@SIGGRAPH.

[33]  Franco P. Preparata,et al.  Sequencing-by-hybridization revisited: the analog-spectrum proposal , 2004, IEEE/ACM Transactions on Computational Biology and Bioinformatics.

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

[35]  Tobias Ritschel Fast GPU-based Visibility Computation for Natural Illumination of Volume Data Sets , 2007, Eurographics.

[36]  Tom Lokovic,et al.  Deep shadow maps , 2000, SIGGRAPH.

[37]  A. James Stewart,et al.  Vicinity shading for enhanced perception of volumetric data , 2003, IEEE Visualization, 2003. VIS 2003..

[38]  Pere Pau Vázquez Alcocer,et al.  Vicinity Occlusion Maps: Enhanced Depth Perception of Volumetric Models , 2008, CGI 2008.

[39]  Ivan Viola,et al.  Chromatic shadows for improved perception , 2011, NPAR '11.

[40]  Mateu Sbert,et al.  Obscurance-based Volume Rendering Framework , 2008, VG/PBG@SIGGRAPH.

[41]  Mark Segal,et al.  Fast shadows and lighting effects using texture mapping , 1992, SIGGRAPH.

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

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

[44]  Timo Ropinski,et al.  Efficient Acquisition and Clustering of Local Histograms for Representing Voxel Neighborhoods , 2010, VG@Eurographics.