Selected Recent Research in Computer Graphics at IMM Andreas - - PowerPoint PPT Presentation

selected recent research in computer graphics at imm
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Selected Recent Research in Computer Graphics at IMM Andreas - - PowerPoint PPT Presentation

Selected Recent Research in Computer Graphics at IMM Andreas Brentzen, IMM Volume Visualization & Manipulation Texture Based Volume Visualization The 3DMed Project Shape Representation and Manipulation The angle


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SLIDE 1

Selected Recent Research in Computer Graphics at IMM

Andreas Bærentzen, IMM

  • Volume Visualization & Manipulation

– Texture Based Volume Visualization – The 3DMed Project

  • Shape Representation and Manipulation

– The angle weighted normal – GPU assisted mesh to volume conversion

  • Global Illumination

– Near Real-time Global Illumination

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SLIDE 2

Volume Visualization

Volume Visualization using 3D textures

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SLIDE 3

Volume Visualization

Volume Visualization using normals stored in 3D textures and cube mapping

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SLIDE 4

Volume Visualization

Volume Visualization using 3D textures and fragment programs to compute Phong shading

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SLIDE 5

Volume Visualization

Volume Visualization using 3D textures and preintegrated slabs.

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SLIDE 6

Volume Visualization

Volume Visualization of large volumes using bricking

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SLIDE 7

The 3DMed Project

Visualization and manipulation of volume data

  • Measurements
  • Visualization
  • Editing
  • Segmentation

Surgery planning application delveloped in collaboration with DIKU, 3D Lab, and ImageHouse.

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SLIDE 8

Angle Weighted Pseudo-Normal

  • Given a point P and

the closest point C on a smooth surface, the normal N(C) tells us whether P is inside.

  • Problem: A triangle

mesh has no normals at vertices and edges

  • Solution: Use angle

weighted normals at vertices and edges

C P N(C)

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SLIDE 9

Angle Weighted Pseudo-Normal

  • Definition of angle weighted pseudo

normal at a vertex c:

– For each incident face i

  • Compute normal ni of face i
  • Compute angle ai
  • Na+= aIni

– Normalize Na

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SLIDE 10

Voxelization using Depth Peeling

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SLIDE 11

Original Stanford Bunny surface of voxel model reconstructed mesh

Getting a Mesh back

  • Voxelization can be used for remeshing
  • Applications: Fixing holes, boolean operations,

topological simplification

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SLIDE 12

Before Smoothing

The reconstructed mesh is changed to improve the valencies of the vertices

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SLIDE 13

After Smoothing

And then improved by smoothing

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SLIDE 14

Sharp Edges

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SLIDE 15

Boolean operations

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SLIDE 16

Global Illumination

We want to do this real-time in Bents lifetime

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SLIDE 17

Soft Shadow Method

Circular light source divided by one straight line

Aim: To compute the visibility fraction V

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SLIDE 18

Soft Shadow Results

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SLIDE 19

Photon Mapping for Real-time Applications I

  • Photon Mapping is in general

too slow for real-time applications

  • We have carefully optimized the

algorithm and introduced new methods for increased speed:

– Selective retracing of photons on the CPU – Selective update of indirect illumination using the GPU – Progressive update of caustic photons on the CPU – Selective filtering in image space by using the GPU

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SLIDE 20

Photon Mapping for Real-time Applications II

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SLIDE 21

These slides represent the work of

  • Bjark Jakobsen
  • Kim Steen Pedersen
  • Bent Dalgaard Larsen
  • Henrik Aanæs
  • Andreas Bærentzen
  • Niels Jørgen Christensen