Integrating Dynamic Deformations into Interactive Volume(4)
Per-vertexapproachesrelyonatesselationoftheproxygeometrytoprovidethesetofverticestodeform.Iftheproxygeometryistobeviewdependent,itmustbere-tesselatedwhenevertheviewchanges.Thismakesmethodsthatrenderfrommultipleviewpoints(§4)dif cult,particu-larlyifweareconcernedwithusingthesamesamplingsothatmultipleviewscanbeusedseamlessly(asinFigure5).Italsocomplicatestheuseofview-alignedproxygeometry.Suchgeometryisadvantageousasituniformlysamplestheobjectspace,leadingtomoreconsistenttransparentshadingeffects.
Per-vertexmethodsrelyonsubdivisiontoreducethenum-berofdeformationevaluationsthatneedtobeperformed.Sinceweareinterestedindynamicdeformations,thismeansthatchangesinthedeformationwouldrequireanewsub-division,anewtessellation,andnewdeformationevalua-tions.Wecaneliminatethesubdivisionconsiderationifwe
cTheEurographicsAssociation2006.ShaderSine29fps7.1fpsTexture21.7fps5.7fps
Table1:Performancesummary,discussedinsection6.2.Case1representsasimpletransferfunctionandCase2rep-resentsagradientcomputationanddiffuseshading.
ControlTextureSizeSamp/Vox
163264FSTable2:Frameratesinfpsofcontroltexturesizevs.sam-pleplanespervoxel,usingthemousetorsoofFigure1,a256x256x192volume.
assumea xed,uniformsubdivisionisused,whichissensi-bleforevaluationarapidlychanging,unknowndeformation.Wecanalsoeliminatethetesselationconsiderationifweuseobject-orientedgeometry.Undertheseconditions,ourmeth-odsarethemostsimilar.
Ourmethods,therefore,haveadvantagesinprovidingfor exibleproxygeometrythatenablesinteractiontechniquesandavoidsrecomputationwhendeformationschange.Intermsofperformance,ourmethodoffersadifferentsetoftradeoffsaswemovemoreofthecomputationfromtheCPUtothefragmentshaders.Becausefragmentshadersexecuteinparallel,theyaremorelikelytoprovideperformancein-creasesinfuturegenerations.6.2.PerformanceandAccuracy
Weevaluatedtheperformanceofourprototypeimplemen-tationonaPCwitha3GhzIntelPentium4ProcessorandanNVIDIAGeForce6800GTgraphicscard.Whileourim-plementationadjustssamplingratestoprovidefasterperfor-manceattheexpenseofimagequality,we xthesamplingrateatthesizeofthesmallestobject-spacevoxelfortheseperformancemeasurements,exceptwherenotedotherwise.Allmeasurementsarefortheachievedsystemframeratein-cludinganycomputationofthedeformations.
Therenderingratesonarealisticexample(the512x512x106CTHead,Figure5)aresummarizedinTa-ble1.Weevaluatetwoshadingtypesandthreedeformations.Forrenderingcase1,adensityvalueisconvertedtoacolorandalphavaluebasedonatransferfunctiontexturelookup.Forrenderingcase2,weaddouron-the- ygradientcom-putationandadotproductisperformedfordiffuseshading.Thedeformationsweconsiderareatrivialtranslationandasinewave,bothimplementedintheshader,andaHierarchi-calB-Splinethatisevaluatedandstoredina163texture.Thetrivialtranslationdefomationisinterestingbecause
Non-linear geometric deformation (or warping) is a useful tool for working with volumes. Unfortunately, the computational expense of performing the resampling needed to implement volume deformation has precluded its use in interactive applications. In this
Samp/Vox
81632Table3:Frameratesinfpsofcontroltexturesizevs.sampleplanespervoxel,whilechangingtheHBSplinedeformationofthe256x256x192mousetorsoofFigure1.
althoughitadds(almost)nocomputationtotheshadingpro-cess,itdoeseffectperformance.Directlyfeedingthetexturecoordinatetothetexturelookupachieves39fpsincase1.Performingatrivialcomputationonthecoordinate rstre-ducestheperformanceto29.2fps.Thissuggeststhattheun-derlyinggraphicssystemprovidessomeoptimizationfordi-recttexturelookups.Sinceweareunsureifthisoptimizationcouldbeleveragedfordeformations,wereporttheshiftedcaseinthetable.
Thedropinframeratebetweencase1andcase2,whereweaccessanadditionaltexturefourtimes,suggeststhatourperformanceisboundbytextureaccess.Thesetexturelookupsmayhavepoormemorycoherence.Slowdownsinadditiontothisincreasedshadercomplexitycomefromwrit-ingtothedeformationtexture,andfrommemoryband-widthtothegraphicscardtoupdatethedeformationtex-tures.Overall,we ndthattheapplicationsdescribedinsec-tion5areinteractiveifweusethereducednumberofsam-plingplanesduringinteraction.
ToshowtheperformanceimpactofcontroltexturesizeweusethedatasetseeninFigure1.Performanceforasim-pledeformationisshowninTable2.Asexpected,largercon-troltexturesslowrenderingslightly,andthefragmentshaderdeformation,usingnodeformationtexturelookup,isnearlytwiceasfast.
Whentheevaluationsofthedeformationfunctionbecomemoreexpensive,bettersamplingofthedeformationfunc-tionshavemoreofaperformanceimpact.Table3,weshowtheframeratewhilechangingacontrolpoint,solvingforthenewHBSplinedeformation,storingtheevaluationsinthecontroltexture,andrenderingtheimage.
Performanceofourprototypeshowsthatinteractiveview-ingofvolumeswithdynamicdeformationsispracticaloncurrenthardware.Ourmethodsarewell-posedtoleveragetrendsingraphicshardware.Acknowledgments
ThisresearchwassupportedinpartbyNSFgrantsIIS-0416284andCCF-0540653.TBwassupportedbyanNLMCIBMtraininggrant(NLM5T15LM007359).WethankJamieWeichert’slabforprovid-inguswiththemousevolumesseeninFigure1and6.TheCTHeadinFigure5wasobtainedfromOpenQVis.
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[EHK 04]ENGELK.,HADWIGERM.,KNISSJ.M.,LEFOHNA.E.,REZK-SALAMAC.,WEISKOPFD.:Real-timevolumegraphics.SIGGRAPHCourseNotes,Course28,2004.[ER00]EBERTD.,RHEINGANSP.:Volumeillustration:non-photorealisticrenderingofvolumemodels.InProceedingsoftheconferenceonVisualization2000,pp.195–202.[FHSR96]FANGS.,HUANGS.,SRINIVASANR.,RAGHAVANR.:Deformablevolumerenderingby3Dtexturemappingandoctreeencoding.InProceedingso …… 此处隐藏:5087字,全部文档内容请下载后查看。喜欢就下载吧 ……
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