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Abstract: We propose methods to
accelerate texture-based volume rendering by skipping empty and occluded
voxels. We partition the volume into sub-volumes, each containing voxels with
similar properties. Sub-volumes composed of only the voxels mapped to empty
by the transfer function are skipped. To render the adaptively partitioned
sub-volumes in visibility order, we reorganize them into an orthogonal BSP
tree. We also present an algorithm that computes the intersection of a volume
with the slicing planes incrementally, that cancels the overhead of the
intersection and texture coordinates computation introduced by the
partitioning. Rendering with empty space skipping is 2.8 times faster on average
than without it. To apply occlusion clipping, we propose the orthogonal
opacity map that simplifies the transformation between the volume coordinates
and the opacity map coordinates, which is intensively required by occlusion
detection. The map is updated efficiently by GPU. The sub-volumes are then
culled and clipped against the opacity map. We also present a method that
adaptively adjusts the optimal number of the opacity map updates. With
occlusion clipping, about 60\% of non-empty voxels can be skipped and an
additional 80% speedup on average is gained for iso-surface-like rendering. |
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Abstract: To apply empty space
skipping in texture-based volume rendering, we partition the texture space
with a box-growing algorithm. Each sub-texture comprises neighboring voxels with
similar densities and gradient magnitudes. Sub-textures with similar range of
density and gradient magnitude are then packed into larger ones to reduce the
number of textures. The partitioning and packing is independent on the
transfer function. During rendering, the visibility of the boxes is
determined by whether any of the enclosed voxel is assigned a non-zero
opacity by the current transfer function. Only the sub-textures from the
visible boxes are blended and only the packed textures containing visible
sub-textures are required to reside in the texture memory. We arrange the
densities and the gradients into separate textures to avoid storing the
transfer-function-independent empty regions in the gradient texture. The
partitioning and packing can be considered as a lossless texture compression
with an average compression rate of 3.1:1 for the gradient textures. Running
on the same hardware and generating exactly the same images, the proposed
method however renders 3 to 6 times faster on average than traditional
approaches for various data sets in different rendering modes. |
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Abstract: Texture-mapping hardware has been successfully exploited for volume rendering. In this paper, we propose algorithms for texture-based volume rendering accelerated by texture hulls that avoid the transferring and compositing of empty voxels. We have developed methods that efficiently find all the bounding rectangles of the non-empty regions as well as the bounding contours that more accurately describe the borders of the non-empty regions. The bounding shapes are treated as the hulls of the non-empty sub-textures. Texels outside the hulls are skipped for storing and rendering. With our accelerations, the rendering speed is 2 to 12 times faster for a variety of data sets. |
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Abstract: We present a
volume rendering system that is capable of generating high-quality images of
large volumetric data (e.g., 512^3) in real time (30 frames or more per
second). The system is particularly suitable for applications that generate
densely occluded scenes of large data sets, such as virtual colonoscopy. The
central idea is to divide the volume into sets of axis-aligned slabs. The
union of the slabs approximates the shape of a colon. We render sub-volumes
enclosed by the slabs and blend the slab images. We use the slab structure to
accelerate volume rendering in various aspects. First, empty voxels outside
the slabs are skipped. Second, fast view-volume clipping and occlusion
culling are applied based on the slabs. Third, slab images are reused for
nearby viewpoints. In addition, the slabs can be created very efficiently and
they can be used to approximate perspective rendering with parallel
projection, so that our system can benefit from fast parallel projection
hardware and algorithms. We use image-warping to reduce the artifacts due to
the approximation. |
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Abstract: We present a physically-based
flow simulation which supports complex boundary conditions running on the
graphics processing unit (GPU). We employ the Lattice Boltzmann Method (LBM),
a relatively new discrete-space discrete-time method, for computing the flow
field. To handle complex, moving and deformable boundaries, we propose a
generic voxelization algorithm of the boundaries using depth peeling, and
extend it to a dynamic boundary generation method that converts any geometric
boundary to LBM boundary nodes on-the-fly. Our implementation incorporates
various optimizations to fully exploit the computation power of the GPU. As a
result, the GPU-based simulation can be an order of magnitude faster than the
CPU version, while generating simulation results with the same accuracy. |
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Abstract: Lattice Boltzmann Method is a physically-based
approach that simulates the microscopic movement of fluid particles by
simple, identical and local rules. We accelerate the computation of the LBM
on general-purpose graphics hardware, by grouping particle packets into 2D
textures and mapping the Boltzmann equations completely to the rasterization
and frame buffer operations. We apply stitching and packing to further
improve the performance. In addition, we propose techniques, namely range
scaling and range separation, that systematically transform variables into
the range required by graphics hardware and thus prevent overflow. These
approaches can be extended to a compiler that automatically translates
general calculations to operations on graphics hardware. |
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Abstract: We propose the use of textured splats as the basic display primitives for an open surface fire model. The high-detail textures help to achieve a smooth boundary of the fire and gain the small-scale turbulence appearance. To deal with environmental effects, such as wind and obstacles, a full physically based simulation of fire based on differential equations can be implemented. However, it is usually expensive and slow. In this paper, we demonstrate the use of the Lattice Boltzmann Model (LBM) to describe the interaction of fire with the surrounding environment. The property of fuel and non-burning objects are defined on the lattice of the computation domain. The linear and local characteristics of the LBM enable us to accelerate the computation with graphics hardware to reach real-time interaction speed. A temperature field is also incorporated to model the generation of smoke from the fire due to incomplete combustion. |
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Abstract: We present a
physically-based, yet fast and simple method to simulate gaseous phenomena. In
our approach, the incompressible Navier-Stokes (NS) equations governing fluid
motion have been applied in a novel way to achieve a realistic animation. We
introduce the Lattice Boltzmann Model (LBM) that simulates the microscopic
movement of fluid particles by linear and local rules on a grid of cells, so
that the macroscopic averaged properties obey the desired NS equations. The
LBM is a cellular automata defined on a 2D or 3D discrete lattice of fluid
cells, which is used to solve fluid animation based on different boundary
conditions. The LBM simulation generates in real-time an accurate velocity
field and can incorporate an optional temperature field to account for the
buoyancy force of hot gaseous objects. Because of the linear and regular
operations on each local cell of the LBM grid, we implement the computation
in commodity texture hardware, further improving the simulation speed.
Finally, textured splats are used to achieve real time rendering speed and to
add small scale turbulent details. Our method can also simulate the
physically correct interaction of gaseous objects with stationary or mobile
obstacles in real-time, while still maintaining highly plausible visual
details. |
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Abstract: We present a simple
and linear 3D cellular automata approach for animating the melting process of
solid volumetric models in virtual environments. An accurate modeling of
object melting usually requires complicated physical simulations of heat
transfer and phase transition from solid to liquid. In this paper, we
concentrate on the behaviors of highly viscous fluids, such as wax, lava,
plastic, metal, chocolate, etc. We simulate the process that a volumetric
solid turns into a viscous liquid as the amount of heat it accumulates on its
surface reaches a certain temperature. Once the solid object is transformed
into a fluid we animate its smooth behavior based on a local cellular
automata. The dynamic volume data is rendered directly on a VolumePro board
or texture mapping hardware to achieve an interactive speed. Applications of
our method are shown on the Responsive Workbench. |
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Abstract: We present an
approach for simulating the natural dynamics that emerge from the coupling of
a flow field to lightweight, mildly deformable objects immersed within it. We
model the flow field using a Lattice Boltzmann Model (LBM) extended with a
subgrid model and accelerate the computation on commodity graphics hardware
to achieve real-time simulations. We demonstrate our approach using soap
bubbles and a feather blown by wind fields, yet our approach is general
enough to apply to other light-weight objects. The soap bubbles illustrate
Fresnel reflection, reveal the dynamics of the unseen flow field in which
they travel, and display spherical harmonics in their undulations. The free
feather floats and flutters in response to lift and drag forces. Our single
bubble simulation allows the user to directly interact with the wind field
and thereby influence the dynamics in real time. |
Last updated on 9/8/04