Real-time interactive platform-agnostic volumetric path tracing in webGL 2.0

Path tracing has become a de facto standard for photo-realistic rendering due to its conceptual and algorithmic simplicity. Over the last few years, it has been successfully applied to the rendering of participating media, although it has not seen widespread adoption. Most implementations are targeted at specific platforms or hardware, which makes them difficult to deploy or extend. However, recent advancements in web technologies enable us to access graphics hardware from a web browser in a platform-agnostic manner. Therefore, in this paper, we present an implementation of a state-of-the-art volumetric path tracer developed in JavaScript using WebGL 2.0. The presented solution supports the use of arbitrary 2D transfer functions and heterogeneous volumetric data, aims to be interactive, platform-agnostic, easily extensible, and runs in real-time - both on desktop and mobile devices.

[1]  C. Rezk-Salama,et al.  Advanced illumination techniques for GPU volume raycasting , 2008, SIGGRAPH ASIA Courses.

[2]  Charl P. Botha,et al.  Exposure Render: An Interactive Photo-Realistic Volume Rendering Framework , 2012, PloS one.

[3]  Mateu Sbert,et al.  Volumetric ambient occlusion for volumetric models , 2010, The Visual Computer.

[4]  Marc Levoy,et al.  A hybrid ray tracer for rendering polygon and volume data , 1990, IEEE Computer Graphics and Applications.

[5]  Greg Humphreys,et al.  Physically Based Rendering: From Theory to Implementation , 2004 .

[6]  Francisco J. Serón,et al.  A survey on participating media rendering techniques , 2005, The Visual Computer.

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

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

[9]  Toshiya Hachisuka Implementing a Photorealistic Rendering System using GLSL , 2015, ArXiv.

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

[11]  Philipp Slusallek,et al.  Progressive Light Transport Simulation on the GPU , 2014, ACM Trans. Graph..

[12]  Christopher D. Kulla,et al.  Production volume rendering: SIGGRAPH 2017 course , 2017, SIGGRAPH Courses.

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

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

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

[16]  Jean-Michel Dischler,et al.  Feature-Driven Ambient Occlusion for Direct Volume Rendering , 2010, VG@Eurographics.

[17]  David C. Banks,et al.  Decoupling Illumination from Isosurface Generation Using 4D Light Transport , 2009, IEEE Transactions on Visualization and Computer Graphics.

[18]  Timo Ropinski,et al.  A Survey of Volumetric Illumination Techniques for Interactive Volume Rendering , 2014, Comput. Graph. Forum.

[19]  Jan Novák,et al.  Residual ratio tracking for estimating attenuation in participating media , 2014, ACM Trans. Graph..

[20]  James T. Kajiya,et al.  The rendering equation , 1986, SIGGRAPH.

[21]  Aitor Moreno,et al.  Interactive visualization of volumetric data with WebGL in real-time , 2011, Web3D '11.

[22]  Yves D. Willems,et al.  Rendering Participating Media with Bidirectional Path Tracing , 1996, Rendering Techniques.

[23]  Christopher D. Kulla,et al.  Production volume rendering: SIGGRAPH 2017 course , 2017, SIGGRAPH Courses.

[24]  SlusallekPhilipp,et al.  Progressive Light Transport Simulation on the GPU , 2014 .

[25]  Pat Hanrahan,et al.  A realistic camera model for computer graphics , 1995, SIGGRAPH.

[26]  Markus Hadwiger,et al.  State‐of‐the‐Art in GPU‐Based Large‐Scale Volume Visualization , 2015, Comput. Graph. Forum.

[27]  Erik Reinhard,et al.  Photographic tone reproduction for digital images , 2002, ACM Trans. Graph..

[28]  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.

[29]  Meng Yu,et al.  Camera Models and Optical Systems Used in Computer Graphics: Part I, Object-Based Techniques , 2003, ICCSA.

[30]  Alexander Schiewe,et al.  State of the Art in Mobile Volume Rendering on iOS Devices , 2015, EuroVis.

[31]  Meng Yu,et al.  Camera Models and Optical Systems Used in Computer Graphics: Part II, Image-Based Techniques , 2003, ICCSA.

[32]  Pat Hanrahan,et al.  Volume Rendering , 2020, Definitions.

[33]  Renato Pajarola,et al.  State‐of‐the‐Art in Compressed GPU‐Based Direct Volume Rendering , 2014, Comput. Graph. Forum.

[34]  Ciril Bohak,et al.  Evaluation of angiogram visualization methods for fast and reliable aneurysm diagnosis , 2015, Medical Imaging.

[35]  Lin Feng,et al.  Ubiquitous medical volume rendering on mobile devices , 2012, International Conference on Information Society (i-Society 2012).

[36]  Juan-Roberto Jiménez,et al.  Visualization of Very Large 3 D Volumes on Mobile Devices and WebGL , 2012 .

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

[38]  Juan-Roberto Jiménez,et al.  Mobile Volume Rendering: Past, Present and Future , 2016, IEEE Transactions on Visualization and Computer Graphics.

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

[40]  Doohee Nam,et al.  Volume Rendering Architecture of Mobile Medical Image using Cloud Computing , 2014 .

[41]  László Szirmay-Kalos,et al.  Free Path Sampling in High Resolution Inhomogeneous Participating Media , 2011, Comput. Graph. Forum.