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1.
Large scale and structurally complex volume datasets from high-resolution 3D imaging devices or computational simulations pose a number of technical challenges for interactive visual analysis. In this paper, we present the first integration of a multiscale volume representation based on tensor approximation within a GPU-accelerated out-of-core multiresolution rendering framework. Specific contributions include (a) a hierarchical brick-tensor decomposition approach for pre-processing large volume data, (b) a GPU accelerated tensor reconstruction implementation exploiting CUDA capabilities, and (c) an effective tensor-specific quantization strategy for reducing data transfer bandwidth and out-of-core memory footprint. Our multiscale representation allows for the extraction, analysis and display of structural features at variable spatial scales, while adaptive level-of-detail rendering methods make it possible to interactively explore large datasets within a constrained memory footprint. The quality and performance of our prototype system is evaluated on large structurally complex datasets, including gigabyte-sized micro-tomographic volumes.  相似文献   

2.
We present a powerful framework for 3D-texture-based rendering of multiple arbitrarily intersecting volumetric datasets. Each volume is represented by a multi-resolution octree-based structure and we use out-of-core techniques to support extremely large volumes. Users define a set of convex polyhedral volume lenses, which may be associated with one or more volumetric datasets. The volumes or the lenses can be interactively moved around while the region inside each lens is rendered using interactively defined multi-volume shaders. Our rendering pipeline splits each lens into multiple convex regions such that each region is homogenous and contains a fixed number of volumes. Each such region is further split by the brick boundaries of the associated octree representations. The resulting puzzle of lens fragments is sorted in front-to-back or back-to-front order using a combination of a view-dependent octree traversal and a GPU-based depth peeling technique. Our current implementation uses slice-based volume rendering and allows interactive roaming through multiple intersecting multi-gigabyte volumes.  相似文献   

3.
We present an adaptive out-of-core technique for rendering massive scalar volumes employing single-pass GPU ray casting. The method is based on the decomposition of a volumetric dataset into small cubical bricks, which are then organized into an octree structure maintained out-of-core. The octree contains the original data at the leaves, and a filtered representation of children at inner nodes. At runtime an adaptive loader, executing on the CPU, updates a view and transfer function-dependent working set of bricks maintained on GPU memory by asynchronously fetching data from the out-of-core octree representation. At each frame, a compact indexing structure, which spatially organizes the current working set into an octree hierarchy, is encoded in a small texture. This data structure is then exploited by an efficient stackless ray casting algorithm, which computes the volume rendering integral by visiting non-empty bricks in front-to-back order and adapting sampling density to brick resolution. Block visibility information is fed back to the loader to avoid refinement and data loading of occluded zones. The resulting method is able to interactively explore multi-gigavoxel datasets on a desktop PC.  相似文献   

4.
本文设计了一种基于空间信息的交互式多维传递函数的纹理映射体绘制算法。该算法不仅可以根据体数据的强度而且还利用体素的空间位置来设定绘制的颜色和阻光度。通过采用一种独特的空间投影变换,根据用户需求,将体数据划分为不同区域,并分别定义各自的传递函数。该特点使得本文的算法可以有效地对体数据进行交互式分析。在算法实现中,利用了通用图形硬件的可编程特性,在普通PC上可以达到理想的绘制质量和交互速度。  相似文献   

5.
Ray-traced volume rendering has been shown to be an effective method for visualizing 3D scalar data. However, with currently available workstation technology, interactive volume exploration using conventional volume rendering is still too slow to be attractive. This paper describes an enhanced volume rendering method which allows interactive changes of rendering parameters such as colour and opacity maps. An innovative technique is provided which allows the user to plant a ‘seed’ in the volume to rapidly modify local shading parameters. For a fixed viewing position, the user can interactively explore specific regions of interest. Furthermore, a virtual cutting technique with the exploratory seed allows the user to remove surfaces and see the internal structure of the volume. Examples demonstrate these techniques as an attractive option in many applications.  相似文献   

6.
To specify the region of interest (ROI) is an effective approach to visualize large scale simulation data. We have developed a three-dimensional visualization software with ROI function for the CAVE virtual reality systems. This software enables the user to perform fully three-dimensional and interactive visualization of large scale computational fluid dynamics (CFD) data. The user specifies a ROI in the CAVE room by a three-dimensional “mouse-drag”. The data in the specified ROI is automatically extracted from the original CFD data. This ROI procedure can be repeated recursively. The resolution in each ROI is kept approximately constant. A data set of three vector fields and eight scalar fields whose size is about 1 GB each was successfully analyzed.  相似文献   

7.
Recent algorithm and hardware developments have significantly improved our capability to interactively visualise time-varying flow fields. However, when visualising very large dynamically varying datasets interactively there are still limitations in the scalability and efficiency of these methods. Here we present a rendering pipeline which employs an efficient in situ ray tracing technique to visualise flow fields as they are simulated. The ray casting approach is particularly well suited for the visualisation of large and sparse time-varying datasets, where it is capable of rendering fluid flow fields at high image resolutions and at interactive frame rates on a single multi-core processor using OpenMP. The parallel implementation of our in situ visualisation method relies on MPI, requires no specialised hardware support, and employs the same underlying spatial decomposition as the fluid simulator. The visualisation pipeline allows the user to operate on a commodity computer and explore the simulation output interactively. Our simulation environment incorporates numerous features that can be utilised in a wide variety of research contexts.  相似文献   

8.
We present a novel approach for interactive rendering of massive 3D models. Our approach integrates adaptive sampling-based simplification, visibility culling, out-of-core data management and level-of-detail. We use a unified scene graph representation for acceleration techniques. In preprocessing, we subdivide large objects, and build a BVH clustering hierarchy. We make use of a novel adaptive sampling method to generate LOD models: AdaptiveVoxels. The AdaptiveVoxels reduces the preprocessing cost and our out-of-core rendering algorithm improves rendering efficiency. We have implemented our algorithm on a desktop PC. We can render massive CAD and isosurface models, consisting of hundreds of millions of triangles interactively with little loss in image quality.  相似文献   

9.
Parallel coordinate plots (PCPs) are commonly used in information visualization to provide insight into multi-variate data. These plots help to spot correlations between variables. PCPs have been successfully applied to unstructured datasets up to a few millions of points. In this paper, we present techniques to enhance the usability of PCPs for the exploration of large, multi-timepoint volumetric data sets, containing tens of millions of points per timestep. The main difficulties that arise when applying PCPs to large numbers of data points are visual clutter and slow performance, making interactive exploration infeasible. Moreover, the spatial context of the volumetric data is usually lost. We describe techniques for preprocessing using data quantization and compression, and for fast GPU-based rendering of PCPs using joint density distributions for each pair of consecutive variables, resulting in a smooth, continuous visualization. Also, fast brushing techniques are proposed for interactive data selection in multiple linked views, including a 3D spatial volume view. These techniques have been successfully applied to three large data sets: Hurricane Isabel (Vis'04 contest), the ionization front instability data set (Vis'08 design contest), and data from a large-eddy simulation of cumulus clouds. With these data, we show how PCPs can be extended to successfully visualize and interactively explore multi-timepoint volumetric datasets with an order of magnitude more data points.  相似文献   

10.
In this paper we present several techniques to interactively explore representations of 2D vector fields. Through a set of simple hand postures used on large, touch‐sensitive displays, our approach allows individuals to custom‐design glyphs (arrows, lines, etc.) that best reveal patterns of the underlying dataset. Interactive exploration of vector fields is facilitated through freedom of glyph placement, glyph density control, and animation. The custom glyphs can be applied individually to probe specific areas of the data but can also be applied in groups to explore larger regions of a vector field. Re‐positionable sources from which glyphs—animated according to the local vector field—continue to emerge are used to examine the vector field dynamically. The combination of these techniques results in an engaging visualization with which the user can rapidly explore and analyze varying types of 2D vector fields, using a virtually infinite number of custom‐designed glyphs.  相似文献   

11.
基于动态纹理载入的大规模数据场体绘制   总被引:1,自引:1,他引:0       下载免费PDF全文
为克服图形硬件对传统纹理映射体绘制的限制,提出了一种在普通PC上进行大规模数据场体绘制的有效方法。该方法中,体数据被划分为合适大小的数据块,这些数据块被动态的载入图形硬件,并利用3维纹理映射进行绘制。在整个绘制过程中,仅有一个数据块存储在图形硬件上,有效地提高了对大规模体数据的绘制能力。同时,充分利用目前PC图形硬件成熟的可编程特性,通过对梯度的实时计算来减少在传统纹理映射体绘制中巨大的内存消耗。实验结果表明,该方法在普通PC上可以对超过纹理内存容量的大规模体数据进行交互式体绘制。  相似文献   

12.
A stand-alone visualization application has been developed by a multi-disciplinary, collaborative team with the sole purpose of creating an interactive exploration environment allowing turbulent flow researchers to experiment and validate hypotheses using visualization. This system has specific optimizations made in data management, caching computations, and visualization allowing for the interactive exploration of datasets on the order of 1TB in size. Using this application, the user (co-author Calo) is able to interactively visualize and analyze all regions of a transitional flow volume, including the laminar, transitional and fully turbulent regions. The underlying goal of the visualizations produced from these transitional flow simulations is to localize turbulent spots in the laminar region of the boundary layer, determine under which conditions they form, and follow their evolution. The initiation of turbulent spots, which ultimately lead to full turbulence, was located via a proposed feature detection condition and verified by experimental results. The conditions under which these turbulent spots form and coalesce are validated and presented.  相似文献   

13.
Data mining techniques such as classification algorithms are applied to data which are usually high dimensional and very large. In order to assist the user to perform a classification task, visual techniques can be employed to represent high dimensional data in a more comprehensible 2D or 3D space. However, such representation of high dimensional data in the 2D or 3D space may unavoidably cause overlapping data and information loss. This issue can be addressed by interactive visualization. With expert domain knowledge, the user can build classifiers that are as competitive as automated ones using a 2D or 3D visual interface interactively. Several visual techniques have been proposed for classifying high dimensional data. However, the user׳s interaction with those techniques is highly dependent on the experience of the user in the visual identification of classifying data, and as a result, the classification results of those techniques may vary and may not be repeatable. To address this deficiency, this article presents an interactive visual approach to the classification of high dimensional data. Our approach employs the enhanced separation feature of a visual technique called HOV3 by which the user plots the training dataset by applying statistical measurements on a 2D space in order to separate data points into groups with the same class labels. A data group with its corresponding statistical measurement which separated it from the others is taken as a visual classifier. Then the user mixes the data points in a classifier with the unlabeled dataset and plots them in HOV3 by the measurement of the classifier. The data points which overlap the labeled ones in the 2D space are assigned the corresponding label. Our approach avoids the randomness in the existing interactive visual classification techniques, as the visual classifier in this approach only depends on the training dataset and its statistical measurement. As a result, this work provides an intuitive and effective approach to classify high dimensional data by interactive visualization.  相似文献   

14.
Few existing visualization systems can handle large data sets with hundreds of dimensions, since high-dimensional data sets cause clutter on the display and large response time in interactive exploration. In this paper, we present a significantly improved multidimensional visualization approach named Value and Relation (VaR) display that allows users to effectively and efficiently explore large data sets with several hundred dimensions. In the VaR display, data values and dimension relationships are explicitly visualized in the same display by using dimension glyphs to explicitly represent values in dimensions and glyph layout to explicitly convey dimension relationships. In particular, pixel-oriented techniques and density-based scatterplots are used to create dimension glyphs to convey values. Multidimensional scaling, Jigsaw map hierarchy visualization techniques, and an animation metaphor named Rainfall are used to convey relationships among dimensions. A rich set of interaction tools has been provided to allow users to interactively detect patterns of interest in the VaR display. A prototype of the VaR display has been fully implemented. The case studies presented in this paper show how the prototype supports interactive exploration of data sets of several hundred dimensions. A user study evaluating the prototype is also reported in this paper  相似文献   

15.
We present a new viewpoint-based approach to improving the exploration effects and efficiency of trajectory datasets. Our approach integrates novel trajectory visualization techniques with algorithms for selecting optimal viewpoints to explore the generated visualization. Both the visualization and the viewpoints will be represented in the form of KML, which can be directly rendered in most of off-the-shelf GIS platforms. By playing the viewpoint sequence and directly utilizing the components of GIS platforms to explore the visualization, the overview status, detailed information, and the time variation characteristics of the trajectories can be quickly captured. A case study and a usability experiment have been conducted on an actual public transportation dataset, justifying the effectiveness of our approach. Comparing with the basic exploration approach without viewpoints, we find our approach increases the speed of information retrieval when analyzing trajectory datasets, and enhances user experiences in 3D trajectory exploration.  相似文献   

16.
We propose a method for rendering volumetric data sets at interactive frame rates while supporting dynamic ambient occlusion as well as an approximation to color bleeding. In contrast to ambient occlusion approaches for polygonal data, techniques for volumetric data sets have to face additional challenges, since by changing rendering parameters, such as the transfer function or the thresholding, the structure of the data set and thus the light interactions may vary drastically. Therefore, during a preprocessing step which is independent of the rendering parameters we capture light interactions for all combinations of structures extractable from a volumetric data set. In order to compute the light interactions between the different structures, we combine this preprocessed information during rendering based on the rendering parameters defined interactively by the user. Thus our method supports interactive exploration of a volumetric data set but still gives the user control over the most important rendering parameters. For instance, if the user alters the transfer function to extract different structures from a volumetric data set the light interactions between the extracted structures are captured in the rendering while still allowing interactive frame rates. Compared to known local illumination models for volume rendering our method does not introduce any substantial rendering overhead and can be integrated easily into existing volume rendering applications. In this paper we will explain our approach, discuss the implications for interactive volume rendering and present the achieved results.  相似文献   

17.
针对纹理映射体绘制物理内存空间的限制,本文提出一种可在通用图形硬件上完成大规模数据场实时体绘制的有效方法.该方法基于满二叉树纹理分块策略,利用GPU着色器可编程性,将纹理数据制作为一个一维传递函数查找表和一个规模等同于体数据场的动态纹理工作集,有效提高了大规模数据场体绘制的实时性.动态纹理工作集使用抽象分块与继承关系管...  相似文献   

18.
Volume datasets tend to grow larger and larger as modern technology advances, thus imposing a storage constraint on most systems. One general solution to alleviate this problem is to apply volume compression on volume datasets. However, as volume rendering is often the most important reason why a volume dataset was generated in the first place, we must take into account how a volume dataset could be efficiently rendered when it is stored in a compressed form. Our previous work [21] has shown that it is possible to perform an on-the-fly direct volume rendering from irregular volume data. In this paper, we further extend that work to demonstrate that a similar integration can also be achieved on iso-surface extraction and volume decompression for irregular volume data. In particular, our work involves a dataset decomposition process, where instead of a coordinate-based decomposition used by conventional out-of-core iso-surface extraction algorithms, we choose to use a layer-based structure. Each such layer contains a collection of tetrahedra whose associated scalar values fall within a specific range, and can be compressed independently to reduce its storage requirement. The layer structure is particularly suitable for out-of-core iso-surface extraction, where the required memory exceeds the physical memory capacity of the machine that the process is running on. Furthermore, with this work, we can perform on-the-fly iso-surface extraction during decompression, and the computation only involves the layer that contains the query value, rather than the entire dataset. Experiments show that our approach can improve the performance up to ten times when compared with the results based on traditional coordinate-based approaches.  相似文献   

19.
20.
Several previous systems allow users to interactively explore a large input graph through cuts of a superimposed hierarchy. This hierarchy is often created using clustering algorithms or topological features present in the graph. However, many graphs have domain-specific attributes associated with the nodes and edges which could be used to create many possible hierarchies providing unique views of the input graph. GrouseFlocks is a system for the exploration of this graph hierarchy space. By allowing users to see several different possible hierarchies on the same graph, it allows users to investigate hierarchy space instead of a single, fixed hierarchy. GrouseFlocks provides a simple set of operations so that users can create and modify their graph hierarchies based on selections. These selections can be made manually or based on patterns in the attribute data provided with the graph. It provides feedback to the user within seconds, allowing interactive exploration of this space.  相似文献   

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