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Volume visualization techniques are becoming of key importance in the analysis
and understanding of multidimensional sampled data. In this project, fast
volume rendering techniques will be studied and exploited into fly-through
simulation on terrain data, which consists of the topographical features of land
surface.
Before rendering terrain, a corresponding volumetric terrain model is
established from the elevation data and the aerial photographs or satellite
images of a terrain, so that each voxel of the volume data set under the terrain
surface has a certain color value. Levels of Detail (LODs) can be achieved by
appropriately selecting pixels along each dimension of the terrain. For example,
by selecting every other pixel, we generate a volume with less detail, which has
a resolution of half the original in each dimension. More complex filtering methods
can be used to meet higher requirements.
The usefulness of volume rendering for visualizing the large amounts of data
generated in a variety of scientific disciplines has been widely demonstrated;
however, the computational expense of this technique limits its routine and
interactive use, especially in applications dealing with large volume data, such
as digital terrain modeling and visual simulation. Therefore, parallel volume
rendering algorithm is used on a 16-processor MIPS R10000(194MHZ) based Power
Challenge IR graphics system, in order to achieve real-time fly simulation.
Our parallel algorithm is based on the serial ray casting method: Rays are cast
from the viewing position through the volume data. The data is resampled at
evenly spaced locations along each ray by trilinearly interpolating values of
surrending voxels. Finally, ray samples are composited to produce an image. A
key advantage of ray casting over other volume resampling techniques is that
algorithmic optimizations have been developed, such as early ray termination and
spatially adaptive image sampling, which significantly reduce its image
generation time. Furthermore, different LODs are selected during rendering stage
according to several considerations, including the distance to the viewing point, and
the position in the image(screen). The smoothness between continuous frames and
avoidance of cracks between patches with different LODs in each frame are taking
into account.
A MIMD machine like the Challenge is suitable to our parallel
processing, since
an intricate serial algorithm with many special cases, due to
optimizations,
does not map well onto SIMD architectures. Image based task
partitioning is
more efficient and can be more easily implemented in Challenge's shared
memory.
At present, only scanline base image partitioning is explored with 16
processors by revising the existing serial algorithm in VolVis. More
complex
and efficient partitioning methods will be studied, and a separate
parallel
renderer will be established to approach the real-time fly-through.
Furthermore, different voxolized geometric objects like vehicles and
airplanes will be added into the resultant scene with different LODs,
according to their distance and moving speed.
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