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Technologies for improving real-time
exploration of massive (volumetric)
                        volumetric)
               models
                           Marco Agus
                         [magus@crs4.it]
                              CRS4
                        Visual Computing

                      Cagliari, October 2012
M. Agus, Technologies for improving massive models understanding, October 2012




We focus on…….
   • Advanced technologies for massive models
     rendering on light field displays
     – Joint work with J. A. Iglesias Guitian, E. Gobbetti, F.
       Marton, F. Bettio, G. Pintore, R. Pintus, A. Zorcolo
M. Agus, Technologies for improving massive models understanding, October 2012




Technology pillars

• Software: Scalable
  techniques for interactive
  rendering of massive
  models
   – State of the art methods able
     to handle potentially infinite
     static surface and volume
     models
• Hardware: Autostereoscopic
  light field displays
   – They are now able to render
     the perceptual aura of real 3D
     objects
   – They provide real compelling
     3D experience without glasses
M. Agus, Technologies for improving massive models understanding, October 2012




Research challenges
 •   Light field display driving
     – How to project geometry on such kind of systems?
 •   Image representation
     – How to create effective light fields from 3D massive data?
     – How to deal with volumes, surfaces, video streams?
 •   Evaluation
     – Do light field displays improve perceptive cues and immersiveness?
     – How to improve visual confort and depth discrimination?
 •   Interaction
     – How to exploit light field displays to create natural interaction
       systems?
     – How to exploit         display     characteristics      to   provide      meaningful
       information?
 •   Applications
     – How these kind of displays can be useful?
M. Agus, Technologies for improving massive models understanding, October 2012




Main Contributions
     Marco Agus, Enrico Gobbetti, José Antonio Iglesias Guitián, Fabio Marton, and Giovanni Pintore.
     GPU Accelerated Direct Volume Rendering on an Interactive Light Field Display.
     Computer Graphics Forum, 27(3): 231-240, 2008. Proc. Eurographics 2008.



     Marco Agus, Fabio Bettio, Andrea Giachetti, Enrico Gobbetti, José Guitián, Fabio Marton, Jonas Nilsson, and Giovanni Pintore.
     An interactive 3D medical visualization system based on a light field display.
     The Visual Computer, 25(9): 883-893, 2009



     José Antonio Iglesias Guitián, Enrico Gobbetti, and Fabio Marton.
     View-dependent Exploration of Massive Volumetric Models on Large Scale Light Field Displays.
     The Visual Computer, 26(6--8): 1037-1047, 2010



     Marco Agus, Enrico Gobbetti, José Antonio Iglesias Guitián, and Fabio Marton.
     Evaluating layout discrimination capabilities of continuous and discrete automultiscopic displays.
     In Proc. Fourth International Symposium on 3D Data Processing, Visualization and Transmission, 2010.




     Fabio Marton, Enrico Gobbetti, Fabio Bettio, José Antonio Iglesias Guitián, and Ruggero Pintus.
     A Real-time coarse-to-fine multiview capture system for all-in-focus rendering on a light-field display.
     In Proc. 3DTV Conference: The True Vision - Capture, Transmission and Display of 3D Video (3DTV-CON), 2010



     Marco Agus, Giovanni Pintore, Fabio Marton, Enrico Gobbetti, and Antonio Zorcolo.
     Visual enhancements for improved interactive rendering on light field displays.
     In Eurographics Italian Chapter Conference, November 2011.



     Fabio Marton, Marco Agus, Enrico Gobbetti, Giovanni Pintore, and Marcos Balsa.
     Natural exploration of 3D massive models on large-scale light field displays using the FOX proximal navigation technique
     Computers & Graphics, 2012.
M. Agus, Technologies for improving massive models understanding, October 2012



                                                                                                                                     DATA
Main Contributions
     Marco Agus, Enrico Gobbetti, José Antonio Iglesias Guitián, Fabio Marton, and Giovanni Pintore.
     GPU Accelerated Direct Volume Rendering on an Interactive Light Field Display.
     Computer Graphics Forum, 27(3): 231-240, 2008. Proc. Eurographics 2008.



     Marco Agus, Fabio Bettio, Andrea Giachetti, Enrico Gobbetti, José Guitián, Fabio Marton, Jonas Nilsson, and Giovanni Pintore.
     An interactive 3D medical visualization system based on a light field display.
     The Visual Computer, 25(9): 883-893, 2009
                                                                                                                                     VOLUMES

     José Antonio Iglesias Guitián, Enrico Gobbetti, and Fabio Marton.
     View-dependent Exploration of Massive Volumetric Models on Large Scale Light Field Displays.
     The Visual Computer, 26(6--8): 1037-1047, 2010




     Fabio Marton, Enrico Gobbetti, Fabio Bettio, José Antonio Iglesias Guitián, and Ruggero Pintus.
     A Real-time coarse-to-fine multiview capture system for all-in-focus rendering on a light-field display.
                                                                                                                                     VIDEO
     In Proc. 3DTV Conference: The True Vision - Capture, Transmission and Display of 3D Video (3DTV-CON), 2010                      STREAMS
     Marco Agus, Giovanni Pintore, Fabio Marton, Enrico Gobbetti, and Antonio Zorcolo.
     Visual enhancements for improved interactive rendering on light field displays.
     In Eurographics Italian Chapter Conference, November 2011.

                                                                                                                                     SURFACES
     Fabio Marton, Marco Agus, Enrico Gobbetti, Giovanni Pintore, and Marcos Balsa.
     Natural exploration of 3D massive models on large-scale light field displays using the FOX proximal navigation technique
     Computers & Graphics, 2012.
M. Agus, Technologies for improving massive models understanding, October 2012




Main Contributions                                                                                                APPLICATIONS
     Marco Agus, Enrico Gobbetti, José Antonio Iglesias Guitián, Fabio Marton, and Giovanni Pintore.
     GPU Accelerated Direct Volume Rendering on an Interactive Light Field Display.
     Computer Graphics Forum, 27(3): 231-240, 2008. Proc. Eurographics 2008.



     Marco Agus, Fabio Bettio, Andrea Giachetti, Enrico Gobbetti, José Guitián, Fabio Marton, Jonas Nilsson, and Giovanni Pintore.
     An interactive 3D medical visualization system based on a light field display.
     The Visual Computer, 25(9): 883-893, 2009                                                                                       MEDICAL

     José Antonio Iglesias Guitián, Enrico Gobbetti, and Fabio Marton.
     View-dependent Exploration of Massive Volumetric Models on Large Scale Light Field Displays.
     The Visual Computer, 26(6--8): 1037-1047, 2010




     Fabio Marton, Enrico Gobbetti, Fabio Bettio, José Antonio Iglesias Guitián, and Ruggero Pintus.
     A Real-time coarse-to-fine multiview capture system for all-in-focus rendering on a light-field display.                        3D - TV
     In Proc. 3DTV Conference: The True Vision - Capture, Transmission and Display of 3D Video (3DTV-CON), 2010



     Marco Agus, Giovanni Pintore, Fabio Marton, Enrico Gobbetti, and Antonio Zorcolo.
     Visual enhancements for improved interactive rendering on light field displays.
     In Eurographics Italian Chapter Conference, November 2011.

                                                                                                                                     VIRTUAL
     Fabio Marton, Marco Agus, Enrico Gobbetti, Giovanni Pintore, and Marcos Balsa.
     Natural exploration of 3D massive models on large-scale light field displays using the FOX proximal navigation technique
     Computers & Graphics, 2012.                                                                                                     MUSEUMS
M. Agus, Technologies for improving massive models understanding, October 2012




Main Contributions                                                                                      HUMAN FACTORS
     Marco Agus, Enrico Gobbetti, José Antonio Iglesias Guitián, Fabio Marton, and Giovanni Pintore.
     GPU Accelerated Direct Volume Rendering on an Interactive Light Field Display.
     Computer Graphics Forum, 27(3): 231-240, 2008. Proc. Eurographics 2008.



     Marco Agus, Fabio Bettio, Andrea Giachetti, Enrico Gobbetti, José Guitián, Fabio Marton, Jonas Nilsson, and Giovanni Pintore.
     An interactive 3D medical visualization system based on a light field display.
     The Visual Computer, 25(9): 883-893, 2009
                                                                                                                                     USER
                                                                                                                                     PERFORMANCE
                                                                                                                                           +
                                                                                                                                     PERCEPTION
     Marco Agus, Enrico Gobbetti, José Antonio Iglesias Guitián, and Fabio Marton.
     Evaluating layout discrimination capabilities of continuous and discrete automultiscopic displays.
     In Proc. Fourth International Symposium on 3D Data Processing, Visualization and Transmission, 2010.




     Marco Agus, Giovanni Pintore, Fabio Marton, Enrico Gobbetti, and Antonio Zorcolo.
     Visual enhancements for improved interactive rendering on light field displays.
     In Eurographics Italian Chapter Conference, November 2011.

                                                                                                                                     INTERACTION
     Fabio Marton, Marco Agus, Enrico Gobbetti, Giovanni Pintore, and Marcos Balsa.
     Natural exploration of 3D massive models on large-scale light field displays using the FOX proximal navigation technique
     Computers & Graphics, 2012.
M. Agus, Technologies for improving massive models understanding, October 2012




Light-field display: overview
                                •    The key feature characterizing
                                     3D light field displays is
                                     direction-selective light
                                     emission

                                •    3D display hardware based on
                                     commercially available
                                     technology developed by
                                     Holografika
                                     http://www.holografika.com
                                      – Specially arranged projector
                                        array and a holographic screen
                                      – Side mirrors increase the
                                        available light beams count
                                      – Each projector emits light
                                        beams toward a subset of the
                                        points of the holographic screen
M. Agus, Technologies for improving massive models understanding, October 2012




Physical behavior
• In the horizontal
  direction, selective light
  transmission
                                                                    Projector
• Vertically, the screen
  scatters widely (diffuse
  behavior)
• Results in homogeneous
                                                                    Screen
  light distribution and
  continuous 3D view



                                                                     Light field
M. Agus, Technologies for improving massive models understanding, October 2012




Projection technique
•   In practice, at any moment in time,
    a given screen pixel has the same
    color when viewed from all vertical
    viewing angles

•   In order to provide a full
    perspective effect, the vertical
    viewing angle must thus be shown.
    We thus introduce a “virtual
    observer”, fixing the viewer height
    and distance from screen

•   The resulting MCOP technique is
    exact for all viewers at the same
    distance from the screen and
    height as the virtual observer. It
    proves in practice to be a good
    approximation for all viewing
    positions in the display workspace.
M. Agus, Technologies for improving massive models understanding, October 2012




    Depth-dependent resolution

•   The display design has
    consequences not only on
    the projection equation but
    also imposes limits on the
    spatial resolution that
    depends on depth

•   In general, the size of the
    smallest feature that can be
    reproduced depends on the
    distance of its center from
    the screen and from the
    beam angular size

     M. Agus, E. Gobbetti, J.A. Iglesias Guitián, F. Marton, and G. Pintore.
     GPU Accelerated Direct Volume Rendering on an Interactive Light Field Display.
     Computer Graphics Forum, 27(3), 2008. Proc. Eurographics 2008.
M. Agus, Technologies for improving massive models understanding, October 2012




Rendering System overview
• Full-system architecture overview
M. Agus, Technologies for improving massive models understanding, October 2012




Parallel rendering
• We employ a GPU cluster for rendering.
• Sort first parallel rendering approach
  – Adaptive out-of-core GPU rendering vs Replicating data
  – Static assignment: rendering process     images.
     • Good load balancing. Caused by the geometry of the display,
       with all projectors looking at the same portion of the model.
M. Agus, Technologies for improving massive models understanding, October 2012




    Light field displays considered
•   Two light field displays are considered:
     – Large-scale model capable of visualizing
       35Mpixels by composing images generated
       by 72 SVGA LED projectors.
         • The screen has 160x90cm, 50◦ horiz. field-of
           view with 0.8◦ angular accuracy.
         • Pixel size on the screen surface is 1.5mm.
         • Rendering cluster: 18 Athlon64 3300 + Linux
           PCs equipped with two NVidia 8800GTS 640MB.
         • GPUs are several generations older. Slowdown
           of 2x−3x
     – Small-scale model capable of visualizing
       7Mpixels by composing images generated by
       96 320x240 small CCDs
         • The screen is 26 inches, 50 degrees horiz. field-
           of view with 0.8◦ angular accuracy.
         • The display is driven by one linux PC equipped
           with one NVidia 8800GTS 640MB.
M. Agus, Technologies for improving massive models understanding, October 2012




Massive volume rendering
• Full-system architecture overview
M. Agus, Technologies for improving massive models understanding, October 2012




Massive volume rendering
• Full-system architecture overview




                   APPLICATION:
                   Massive volume
                     rendering

 José Antonio Iglesias Guitián, Enrico Gobbetti, and Fabio Marton.
 View-dependent Exploration of Massive Volumetric Models
 on Large Scale Light Field Displays.
 The Visual Computer, 26(6--8): 1037-1047, 2010
M. Agus, Technologies for improving massive models understanding, October 2012




Technique overview
 •   Use CPU for …
     – Creation & loading
     – Octree refinement
     – Encode current cut using an
       spatial index

 •   Use GPU for …
     – Stackless octree traversal




                                         Enrico Gobbetti, Fabio Marton, and José Antonio Iglesias Guitián.
                                         A single-pass GPU ray casting framework for interactive
                                         out-of-core rendering of massive volumetric datasets.
     – Rendering                         The Visual Computer, 24, 2008. Proc. CGI 2008.
M. Agus, Technologies for improving massive models understanding, October 2012



           Taking advantage of GPGPU

•   Improved multi-resolution
    CUDA ray caster:
    – Flexible ray traversal and
      compositing strategies
    – Improved visibility feedback (e.g.
      scatter writes)
    – Pre-integrated transfer-functions
    – Integrate an adaptive frame
      reconstruction scheme
M. Agus, Technologies for improving massive models understanding, October 2012



                                         Method overview
   [ creation and maintainance ]                                        [ rendering ]

preprocessing
                                adaptive loader
                                                                         visibility
       offline
                                 octree refinement
                                                                         feedback
                                              has current working set
                                    no
                                                   enough accuracy?
  storage
                                               yes
   octree node                                                            volume
    database                      prepare to render
                                                                          render


                                         CPU                               GPU
M. Agus, Technologies for improving massive models understanding, October 2012




Preview: massive volumes rendering
M. Agus, Technologies for improving massive models understanding, October 2012




Massive surface rendering
• Full-system architecture overview
M. Agus, Technologies for improving massive models understanding, October 2012




Massive surface rendering
• Full-system architecture overview




         APPLICATION:
        Virtual exploration
            of massive
         surface models

 Fabio Marton, Marco Agus, Enrico Gobbetti, Giovanni Pintore,
 and Marcos Balsa Rodriguez.
 Natural exploration of 3D massive models on large-scale light
 field displays using the FOX proximal navigation technique.
 Computers & Graphics, 2012.
M. Agus, Technologies for improving massive models understanding, October 2012




Handling massive models: overview

•    Multiresolution structure based on
     a modification of Adaptive Tetra
     Puzzles
       – Few Ktri Patches
       – Optimized GPU/CPU communication
       – Per-patch spatial index to organize
         patches in triangle strip
    Paolo Cignoni, Fabio Ganovelli, Enrico Gobbetti, Fabio Marton,
    Federico Ponchio, and Roberto Scopigno.
    Adaptive TetraPuzzles - Efficient Out-of-core Construction
    and Visualization of Gigantic Polygonal Models.
    ACM Transactions on Graphics, 23(3): 796-803, August 2004.
    Proc. SIGGRAPH 2004.


    Giovanni Pintore, Enrico Gobbetti, Fabio Marton, Russell Turner,
    and Roberto Combet.
    An Application of Multiresolution Massive Surface
    Representations to the Simulation of Asteroid Missions.
    In Eurographics Italian Chapter Conference. Pages 9-16.
    Eurographics Association, November 2010.
M. Agus, Technologies for improving massive models understanding, October 2012




Handling massive models
• Offline construction
   – spatial partition by longest
     edge bisection of tetrahedra
   – fine-to-coarse parallel out-
     of-core simplification of the
     surface contained in
     diamonds
• Run-time rendering
   – selective refinement queries
     based on projected space
     error estimation on
     tetrahedron hierarchy
   – adaptive loader rapidly
     produces LOD by combining
     precomputed patches
M. Agus, Technologies for improving massive models understanding, October 2012




Results: massive models rendering
M. Agus, Technologies for improving massive models understanding, October 2012




Multiview capture and rendering
• Full-system architecture overview
M. Agus, Technologies for improving massive models understanding, October 2012




Multiview capture and rendering
• Full-system architecture overview



            APPLICATION:
           Multiview capture
            and rendering
                system


 Fabio Marton, Enrico Gobbetti, Fabio Bettio, José Guitián, and
 Ruggero Pintus.
 A Real-time coarse-to-fine multiview capture system for
 all-in-focus rendering on a light-field display.
 In Proc. 3DTV Conference: The True Vision - Capture,
 Transmission and Display of 3D Video (3DTV-CON). 2011
M. Agus, Technologies for improving massive models understanding, October 2012




Capture

•   Simple front-end: a single PC acquires
    M-PEG video stream from low cost USB
    camera array.

•   Each node need to receive all camera
    images since each projectors sees a
    large portion of the display workspace

•   Solution: front-end sends single-frame
    JPEG images through UDP multicast
    protocol to display cluster nodes




                                                                                              29
M. Agus, Technologies for improving massive models understanding, October 2012




 Upload to GPU

• Minimization of CPU work
   – Moreover, old PCs not fast enough for JPG decoding.
• Pipelined CPU-GPU parallel decoding, interleaving:
   – CPU:entropy decoding using libjpeg-turbo
   – GPU: CUDA
                                                                                 CPU
      • dequantization,                                                         Img 0
      • inverse-DCT,
                                                                                 CPU        GPU
      • YCbCr to RGB conversion                                                 Img 1      Img 0
   – 6X speed-up wrt standard CPU solution
   – Fast but still dominates the whole processing
     time using old G80 GPUs!
                                                                                 CPU        GPU
                                                                               Img N-1    Img N-2

                                                                                            GPU
                                                                                          Img N-1


                                                                                                    30
M. Agus, Technologies for improving massive models understanding, October 2012




Depth estimation (CUDA)
• For each pixel of each projector
   – Find depth and color
   – identify a ray using equations which
     consider MCOP geometry of the display.
   – identify the closest cameras to the ray
     using the camera viewing transforms.
• Plane sweeping to find best depth
   – Evaluate pixel similarities at different
     depths and keep the best one




                                                                                                 31
M. Agus, Technologies for improving massive models understanding, October 2012



Coarse to fine depth estimation & color
sample
• Start at half depth with
  coarser resolution
• Upsample and refine
• Filter each level
• Up to final resolution
• Final color gathering




                                                                                             32
M. Agus, Technologies for improving massive models understanding, October 2012




Results: Multiview Capture System
M. Agus, Technologies for improving massive models understanding, October 2012




Results: “First teleport experiment”
M. Agus, Technologies for improving massive models understanding, October 2012




Illustrative methods
• Full-system architecture overview
M. Agus, Technologies for improving massive models understanding, October 2012




Illustrative methods
• Full-system architecture overview




                      FOCUS:
                   Improve volume
                    understanding

 José Antonio Iglesias Guitián, Enrico Gobbetti, and Fabio Marton.
 View-dependent Exploration of Massive Volumetric Models
 on Large Scale Light Field Displays.
 The Visual Computer, 26(6--8): 1037-1047, 2010
M. Agus, Technologies for improving massive models understanding, October 2012



Novel view-dependent illustrative
tools




   •   The view-dependent characteristics of the display can
       be exploited to develop specialized interactive
       illustrative techniques designed to improve spatial
       understanding
   •   Simple head motions can reveal new aspects of the
       inspected data
M. Agus, Technologies for improving massive models understanding, October 2012



 Clip-plane with view-dependent
 context




• Traditional cut away visualization, when our view
  direction is orthogonal to the clip plane, while
  offering more helpful contextual information in
  other situations
M. Agus, Technologies for improving massive models understanding, October 2012



 Clip-plane with view-dependent
 context
• Compute distance from plane

• If distance is positive
      • modify the opacity of samples by multiplying it by a
        view-dependent correction factor:




• Otherwise
      • vary the opacity of the plane and shading parameters
        from the original ones at                to full opacity
        and ambient plus emission shading at
M. Agus, Technologies for improving massive models understanding, October 2012



Clip-plane with view-dependent
context
M. Agus, Technologies for improving massive models understanding, October 2012



    Other view-dependent illustrative
    tools
•   Context-preserving
    probe




•   Band-picker




•   More info in...

    José Iglesias Guitián, Enrico Gobbetti and Fabio Marton.
    View-dependent exploration of massive volumetric
    models on large-scale light field displays.
    The Visual Computer, 26, 2010. Proc. CGI 2010.
M. Agus, Technologies for improving massive models understanding, October 2012




System overview
• Full-system architecture overview
M. Agus, Technologies for improving massive models understanding, October 2012




System overview
• Full-system architecture overview




               FOCUS:
            Perceptual and
             performance
              evaluation

 Marco Agus, Enrico Gobbetti, José Antonio Iglesias Guitián, and
 Fabio Marton. Evaluating layout discrimination capabilities of
 continuous and discrete automultiscopic displays.
 In Proc. Fourth International Symposium on 3D Data Processing,
 Visualization and Transmission, 2010.
M. Agus, Technologies for improving massive models understanding, October 2012




Evaluation

 • The main goal of tests
   performed in the evaluation
   process is …

    – … to elucidate if light field displays
      could provide visual information not
      available with traditional volume
      rendering systems


 • The main focus will be set on
   psychophysical tests.
M. Agus, Technologies for improving massive models understanding, October 2012




Evaluation

                         • Stereopsis evaluation
                               – Random dot spiral ramp
                               – Depth discrimination
                                 (overlapping disks)
                         • Spatial understanding
                           evaluation
                               – Path tracing
                                 performance evaluation
M. Agus, Technologies for improving massive models understanding, October 2012




Evaluation results
    Users rapidly recover all
      depth cues to
      instantaneously recognize
      complex structures
    – Very useful for analysis of
      angiography datasets




 • More details about the evaluation tests can be found in …
    M. Agus, F. Bettio, A. Giachetti, E. Gobbetti, J. A. Iglesias Guitián, F. Marton, J. Nilsson, and G. Pintore.
    An interactive 3D medical visualization system based on a light field display.
    The Visual Computer, Vol. 25, No. 9, pp. 883–893, 2009.


    M. Agus, E. Gobbetti, J. A. Iglesias Guitián, F. Marton. Evaluating layout discrimination capabilities of
    continuous and discrete automultiscopic displays. 3DPVT, 2010
M. Agus, Technologies for improving massive models understanding, October 2012




System overview
• Full-system architecture overview
M. Agus, Technologies for improving massive models understanding, October 2012




System overview
• Full-system architecture overview




              FOCUS:
         Display adaptation


 Marco Agus, Giovanni Pintore, Fabio Marton, Enrico Gobbetti,
 and Antonio Zorcolo.
 Visual enhancements for improved interactive rendering on
 light field displays.
 In Eurographics Italian Chapter Conference. Pages 1-7.
 Eurographics Association, November 2011.
M. Agus, Technologies for improving massive models understanding, October 2012




Problem: visual discomfort
• Aliasing artifacts occur
  when objects are too far
  with respect to the screen
• Causes
   – Geometry errors due to the
     discrete characteristics of
     projectors and display
   – Image-based calibration
     error
      • subpixel errors on the
        display screen
      • bigger errors as the distance
        from screen increases
M. Agus, Technologies for improving massive models understanding, October 2012




Visual discomfort: our solution
• Non-linear depth
  remapping method
   – constrains most of the scene
     to stay inside CVR
   – drives users to focus on
     parts inside CVR
• Depth-of-field simulation
  method
   – blurs parts of the scene in
     background
• Frame fade-out method
   – reduces clipping artifacts due
     to the borders of the light
     field display
M. Agus, Technologies for improving massive models understanding, October 2012




Non-linear depth remapping method
• Implemented on a vertex
  shader according to the
  equation




• B, F are the comfort
  thresholds
• DF, DB are the asymptotic
  output ranges
M. Agus, Technologies for improving massive models understanding, October 2012




Depth of field simulation
• Depth-dependent blur to adapt the frequency
  content to display resolution
  – Focused objects are sharp within CVR, around focal plane
  – Background objects are instead blurred
  – Objects close to the viewer cannot be blurred
• Implemented as image-based two-pass DOF
  simulation [Nguyen 2007]
  – CoC proportional to display spatial resolution
  – Post-processing pixel shader blending between hi-res and
    low-res images according to CoC and blurriness by stochastic
    Poisson sampling
M. Agus, Technologies for improving massive models understanding, October 2012




Frame fade-out
 •   Limited angular workspace
     – Objects can abruptly disappear while
       viewer moves horizontally
 •   Simple but effective solution
     – Color blending which fades to
       background in boundary areas
     – Objects smoothly fade out
     – Implemented in a fragment shader
M. Agus, Technologies for improving massive models understanding, October 2012




Qualitative results
• Non-linear depth-mapping (front positions)


    Without                      Depth mapping                        Depth mapping
    adaptation                   DF = 1500 mm                         DF = 500 mm
M. Agus, Technologies for improving massive models understanding, October 2012




Qualitative results
• Non-linear depth-mapping + DOF blur




                                                                           Depth mapping
      Without                           Depth mapping                      DB = 1000 mm +
      adaptation                        DB = 1000 mm                       DOF
M. Agus, Technologies for improving massive models understanding, October 2012




Qualitative results


                                                              Depth mapping
        Without
                                                              DF = 1000 mm
        adaptation
M. Agus, Technologies for improving massive models understanding, October 2012




System overview
• Full-system architecture overview
M. Agus, Technologies for improving massive models understanding, October 2012




System overview
• Full-system architecture overview




                  FOCUS:
             natural interaction



              Fabio Marton, Marco Agus, Giovanni Pintore, and Enrico Gobbetti.
              FOX: The Focus Sliding Surface Metaphor for Natural
              Exploration of Massive Models on Large-scale Light Field
              Displays.
              In Proc. VRCAI. Pages 83-90, December 2011.
M. Agus, Technologies for improving massive models understanding, October 2012




Natural interaction: requirements

• Light field display
  constraints
   – Depth-dependent
     spatial resolution,
     calibration errors,
     angular bounds
• Interaction metaphor
  should be simple
   – Museum context
   – Reduced number of
     DOFs
   – Short learning time
M. Agus, Technologies for improving massive models understanding, October 2012




FOX interface: key ideas
• Guided motion
   – Scene is kept centered wrt
     display workspace                                         Focus
• DOF reduction                                                  +
   – Interaction consists of                               Visual confort
     changing a contact point
   – Translation, rotation and
     zoom are coupled together
• Natural and intuitive
   – Simple to learn: only one                               Ease of use
     button                                                        +
   – It can be implemented with                               Efficiency
     various devices
M. Agus, Technologies for improving massive models understanding, October 2012




FOX interface: components
• Translation and
  rotation
• Automatic
  zooming
• Automatic hotspot
  placement
M. Agus, Technologies for improving massive models understanding, October 2012




Translation and rotation

 • Surface slides on display hotspot
    –   (dx,dy) defines a displacement on current plane
    –   Closest point and normal is forced to display hotspot
    –   Up direction is kept
    –   Smoothing filters
M. Agus, Technologies for improving massive models understanding, October 2012




Automatic zooming
 • Speed-dependent automatic zooming
   – Vector length dS = |dx,dy| defines rate of motion
   – Pan-speed function with three states
   – Steady (FOCUS) vs fast motion (EXPLORATION)
M. Agus, Technologies for improving massive models understanding, October 2012




Hot-spot automatic placement
 • Coarse sampling for computing average
   plane
 • Hotspot depth corrected to put scene in
   focus
M. Agus, Technologies for improving massive models understanding, October 2012




Resulting interface
 •   From device (2D pos + button state) to displacement
     vector dS
 •   Model matrix M function of dS and current state (model
     surface)
 •   Easy to implement with all pointing devices (2D mouse,
     3D mouse, free-hand motion-tracking, touch-screens)
 •   Cursor glyphs indicating dS and pan-zoom state
M. Agus, Technologies for improving massive models understanding, October 2012




Kinect implementation
  • Hand tracking with gesture recognition
    (open/close)
    – Covariance analysis in order to recognize singular
      points
M. Agus, Technologies for improving massive models understanding, October 2012




Results
• Real-time exploration of David 0.25 mm model,
  composed of 970M triangles
• User evaluation:
  – Metaphor comparison ( 5DOF ObjectInHand vs FOX)
  – Device comparison (IS 9000 vs Kinect)
M. Agus, Technologies for improving massive models understanding, October 2012




Interaction with IS device
M. Agus, Technologies for improving massive models understanding, October 2012




Free-hand interaction (Kinect)
M. Agus, Technologies for improving massive models understanding, October 2012




User evaluation
• 33 participants (26 novices, 7 experts)
• Quantitative evaluation
  – FOX vs 5DOF, IS vs KINECT
  – Guided and explorative tasks
  – Task completion time and image quality
• Qualitative evaluation
  – Metaphor comparison (ease of learning, ease of reaching
    positions, perceived 3D image quality, preferred one)
  – Device comparison (ease of learning, ease of reaching
    positions, preferred one)
M. Agus, Technologies for improving massive models understanding, October 2012




User evaluation: samples
M. Agus, Technologies for improving massive models understanding, October 2012




Results: 3D image quality
M. Agus, Technologies for improving massive models understanding, October 2012




Results: task completion time
M. Agus, Technologies for improving massive models understanding, October 2012




Results: qualitative evaluation
M. Agus, Technologies for improving massive models understanding, October 2012




Results: user preferences
M. Agus, Technologies for improving massive models understanding, October 2012




Discussion
• Tasks are easier with FOX (especially for novice
  users)
• Overall image quality is sensibly better with
  FOX
• With respect to devices IS 900 performs better
  (especially for novice users)
• FOX provides better comfort (even difference in
  ease of use is not significant)
M. Agus, Technologies for improving massive models understanding, October 2012




Summary of contributions
• Interactive system for virtual exploration of
  massive models on light field displays
• Light field display adaptation techniques for
  improving visual perception
• Natural interaction metaphor for light field
  displays
• Perceptual and performance evaluation of light
  field displays for interactive exploration
M. Agus, Technologies for improving massive models understanding, October 2012




Current and future work
 • But there is still a lot of work to do ...
    – Improve light field representations
        • Complex scenes (hybrid scenes, point-based
          representations, image-based representations)
        • Model retargeting within the range of 3d displays
    – Improve the interaction techniques
        • e.g. natural interfaces for the manipulation of
          large models (gesture interfaces)
        • Exploration of more complex virtual
          environments (jumps, fly-through, change of
          metaphors)
M. Agus, Technologies for improving massive models understanding, October 2012




Take-home messages
• Data explosion    Impossible to explore all data
  you acquire
• Displays are evolving   Many ways to improve
  exploration of data and provide useful
  information
• Complexity reduction is needed
  – Interface   Constrained but natural exploration
  – Visual representation   Extraction of meaningful information
    + Hints on exploratio + Integration and fusion
M. Agus, Technologies for improving massive models understanding, October 2012




Take-home message
• Simple scene           simple
  exploration
  – Interface can be simple
  – User can explore all the
    scene to reach her target
M. Agus, Technologies for improving massive models understanding, October 2012




 Take-home message
• Huge scene       Simple or complex interface?
  – Where is the Pac-man food?
  – How much time would Pac-Man need to complete the maze?
M. Agus, Technologies for improving massive models understanding, October 2012




That’s all, folks…
Thank you
                                               Marco Agus
                                           [magus@crs4.it]
                                               CRS4
                                        Visual Computing
                                       http://www.crs4.it/vic
                                            vic@crs4.it

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Massive volumetric models on light field displays

  • 1. www.crs4.it/vic/ Technologies for improving real-time exploration of massive (volumetric) volumetric) models Marco Agus [magus@crs4.it] CRS4 Visual Computing Cagliari, October 2012
  • 2. M. Agus, Technologies for improving massive models understanding, October 2012 We focus on……. • Advanced technologies for massive models rendering on light field displays – Joint work with J. A. Iglesias Guitian, E. Gobbetti, F. Marton, F. Bettio, G. Pintore, R. Pintus, A. Zorcolo
  • 3. M. Agus, Technologies for improving massive models understanding, October 2012 Technology pillars • Software: Scalable techniques for interactive rendering of massive models – State of the art methods able to handle potentially infinite static surface and volume models • Hardware: Autostereoscopic light field displays – They are now able to render the perceptual aura of real 3D objects – They provide real compelling 3D experience without glasses
  • 4. M. Agus, Technologies for improving massive models understanding, October 2012 Research challenges • Light field display driving – How to project geometry on such kind of systems? • Image representation – How to create effective light fields from 3D massive data? – How to deal with volumes, surfaces, video streams? • Evaluation – Do light field displays improve perceptive cues and immersiveness? – How to improve visual confort and depth discrimination? • Interaction – How to exploit light field displays to create natural interaction systems? – How to exploit display characteristics to provide meaningful information? • Applications – How these kind of displays can be useful?
  • 5. M. Agus, Technologies for improving massive models understanding, October 2012 Main Contributions Marco Agus, Enrico Gobbetti, José Antonio Iglesias Guitián, Fabio Marton, and Giovanni Pintore. GPU Accelerated Direct Volume Rendering on an Interactive Light Field Display. Computer Graphics Forum, 27(3): 231-240, 2008. Proc. Eurographics 2008. Marco Agus, Fabio Bettio, Andrea Giachetti, Enrico Gobbetti, José Guitián, Fabio Marton, Jonas Nilsson, and Giovanni Pintore. An interactive 3D medical visualization system based on a light field display. The Visual Computer, 25(9): 883-893, 2009 José Antonio Iglesias Guitián, Enrico Gobbetti, and Fabio Marton. View-dependent Exploration of Massive Volumetric Models on Large Scale Light Field Displays. The Visual Computer, 26(6--8): 1037-1047, 2010 Marco Agus, Enrico Gobbetti, José Antonio Iglesias Guitián, and Fabio Marton. Evaluating layout discrimination capabilities of continuous and discrete automultiscopic displays. In Proc. Fourth International Symposium on 3D Data Processing, Visualization and Transmission, 2010. Fabio Marton, Enrico Gobbetti, Fabio Bettio, José Antonio Iglesias Guitián, and Ruggero Pintus. A Real-time coarse-to-fine multiview capture system for all-in-focus rendering on a light-field display. In Proc. 3DTV Conference: The True Vision - Capture, Transmission and Display of 3D Video (3DTV-CON), 2010 Marco Agus, Giovanni Pintore, Fabio Marton, Enrico Gobbetti, and Antonio Zorcolo. Visual enhancements for improved interactive rendering on light field displays. In Eurographics Italian Chapter Conference, November 2011. Fabio Marton, Marco Agus, Enrico Gobbetti, Giovanni Pintore, and Marcos Balsa. Natural exploration of 3D massive models on large-scale light field displays using the FOX proximal navigation technique Computers & Graphics, 2012.
  • 6. M. Agus, Technologies for improving massive models understanding, October 2012 DATA Main Contributions Marco Agus, Enrico Gobbetti, José Antonio Iglesias Guitián, Fabio Marton, and Giovanni Pintore. GPU Accelerated Direct Volume Rendering on an Interactive Light Field Display. Computer Graphics Forum, 27(3): 231-240, 2008. Proc. Eurographics 2008. Marco Agus, Fabio Bettio, Andrea Giachetti, Enrico Gobbetti, José Guitián, Fabio Marton, Jonas Nilsson, and Giovanni Pintore. An interactive 3D medical visualization system based on a light field display. The Visual Computer, 25(9): 883-893, 2009 VOLUMES José Antonio Iglesias Guitián, Enrico Gobbetti, and Fabio Marton. View-dependent Exploration of Massive Volumetric Models on Large Scale Light Field Displays. The Visual Computer, 26(6--8): 1037-1047, 2010 Fabio Marton, Enrico Gobbetti, Fabio Bettio, José Antonio Iglesias Guitián, and Ruggero Pintus. A Real-time coarse-to-fine multiview capture system for all-in-focus rendering on a light-field display. VIDEO In Proc. 3DTV Conference: The True Vision - Capture, Transmission and Display of 3D Video (3DTV-CON), 2010 STREAMS Marco Agus, Giovanni Pintore, Fabio Marton, Enrico Gobbetti, and Antonio Zorcolo. Visual enhancements for improved interactive rendering on light field displays. In Eurographics Italian Chapter Conference, November 2011. SURFACES Fabio Marton, Marco Agus, Enrico Gobbetti, Giovanni Pintore, and Marcos Balsa. Natural exploration of 3D massive models on large-scale light field displays using the FOX proximal navigation technique Computers & Graphics, 2012.
  • 7. M. Agus, Technologies for improving massive models understanding, October 2012 Main Contributions APPLICATIONS Marco Agus, Enrico Gobbetti, José Antonio Iglesias Guitián, Fabio Marton, and Giovanni Pintore. GPU Accelerated Direct Volume Rendering on an Interactive Light Field Display. Computer Graphics Forum, 27(3): 231-240, 2008. Proc. Eurographics 2008. Marco Agus, Fabio Bettio, Andrea Giachetti, Enrico Gobbetti, José Guitián, Fabio Marton, Jonas Nilsson, and Giovanni Pintore. An interactive 3D medical visualization system based on a light field display. The Visual Computer, 25(9): 883-893, 2009 MEDICAL José Antonio Iglesias Guitián, Enrico Gobbetti, and Fabio Marton. View-dependent Exploration of Massive Volumetric Models on Large Scale Light Field Displays. The Visual Computer, 26(6--8): 1037-1047, 2010 Fabio Marton, Enrico Gobbetti, Fabio Bettio, José Antonio Iglesias Guitián, and Ruggero Pintus. A Real-time coarse-to-fine multiview capture system for all-in-focus rendering on a light-field display. 3D - TV In Proc. 3DTV Conference: The True Vision - Capture, Transmission and Display of 3D Video (3DTV-CON), 2010 Marco Agus, Giovanni Pintore, Fabio Marton, Enrico Gobbetti, and Antonio Zorcolo. Visual enhancements for improved interactive rendering on light field displays. In Eurographics Italian Chapter Conference, November 2011. VIRTUAL Fabio Marton, Marco Agus, Enrico Gobbetti, Giovanni Pintore, and Marcos Balsa. Natural exploration of 3D massive models on large-scale light field displays using the FOX proximal navigation technique Computers & Graphics, 2012. MUSEUMS
  • 8. M. Agus, Technologies for improving massive models understanding, October 2012 Main Contributions HUMAN FACTORS Marco Agus, Enrico Gobbetti, José Antonio Iglesias Guitián, Fabio Marton, and Giovanni Pintore. GPU Accelerated Direct Volume Rendering on an Interactive Light Field Display. Computer Graphics Forum, 27(3): 231-240, 2008. Proc. Eurographics 2008. Marco Agus, Fabio Bettio, Andrea Giachetti, Enrico Gobbetti, José Guitián, Fabio Marton, Jonas Nilsson, and Giovanni Pintore. An interactive 3D medical visualization system based on a light field display. The Visual Computer, 25(9): 883-893, 2009 USER PERFORMANCE + PERCEPTION Marco Agus, Enrico Gobbetti, José Antonio Iglesias Guitián, and Fabio Marton. Evaluating layout discrimination capabilities of continuous and discrete automultiscopic displays. In Proc. Fourth International Symposium on 3D Data Processing, Visualization and Transmission, 2010. Marco Agus, Giovanni Pintore, Fabio Marton, Enrico Gobbetti, and Antonio Zorcolo. Visual enhancements for improved interactive rendering on light field displays. In Eurographics Italian Chapter Conference, November 2011. INTERACTION Fabio Marton, Marco Agus, Enrico Gobbetti, Giovanni Pintore, and Marcos Balsa. Natural exploration of 3D massive models on large-scale light field displays using the FOX proximal navigation technique Computers & Graphics, 2012.
  • 9. M. Agus, Technologies for improving massive models understanding, October 2012 Light-field display: overview • The key feature characterizing 3D light field displays is direction-selective light emission • 3D display hardware based on commercially available technology developed by Holografika http://www.holografika.com – Specially arranged projector array and a holographic screen – Side mirrors increase the available light beams count – Each projector emits light beams toward a subset of the points of the holographic screen
  • 10. M. Agus, Technologies for improving massive models understanding, October 2012 Physical behavior • In the horizontal direction, selective light transmission Projector • Vertically, the screen scatters widely (diffuse behavior) • Results in homogeneous Screen light distribution and continuous 3D view Light field
  • 11. M. Agus, Technologies for improving massive models understanding, October 2012 Projection technique • In practice, at any moment in time, a given screen pixel has the same color when viewed from all vertical viewing angles • In order to provide a full perspective effect, the vertical viewing angle must thus be shown. We thus introduce a “virtual observer”, fixing the viewer height and distance from screen • The resulting MCOP technique is exact for all viewers at the same distance from the screen and height as the virtual observer. It proves in practice to be a good approximation for all viewing positions in the display workspace.
  • 12. M. Agus, Technologies for improving massive models understanding, October 2012 Depth-dependent resolution • The display design has consequences not only on the projection equation but also imposes limits on the spatial resolution that depends on depth • In general, the size of the smallest feature that can be reproduced depends on the distance of its center from the screen and from the beam angular size M. Agus, E. Gobbetti, J.A. Iglesias Guitián, F. Marton, and G. Pintore. GPU Accelerated Direct Volume Rendering on an Interactive Light Field Display. Computer Graphics Forum, 27(3), 2008. Proc. Eurographics 2008.
  • 13. M. Agus, Technologies for improving massive models understanding, October 2012 Rendering System overview • Full-system architecture overview
  • 14. M. Agus, Technologies for improving massive models understanding, October 2012 Parallel rendering • We employ a GPU cluster for rendering. • Sort first parallel rendering approach – Adaptive out-of-core GPU rendering vs Replicating data – Static assignment: rendering process images. • Good load balancing. Caused by the geometry of the display, with all projectors looking at the same portion of the model.
  • 15. M. Agus, Technologies for improving massive models understanding, October 2012 Light field displays considered • Two light field displays are considered: – Large-scale model capable of visualizing 35Mpixels by composing images generated by 72 SVGA LED projectors. • The screen has 160x90cm, 50◦ horiz. field-of view with 0.8◦ angular accuracy. • Pixel size on the screen surface is 1.5mm. • Rendering cluster: 18 Athlon64 3300 + Linux PCs equipped with two NVidia 8800GTS 640MB. • GPUs are several generations older. Slowdown of 2x−3x – Small-scale model capable of visualizing 7Mpixels by composing images generated by 96 320x240 small CCDs • The screen is 26 inches, 50 degrees horiz. field- of view with 0.8◦ angular accuracy. • The display is driven by one linux PC equipped with one NVidia 8800GTS 640MB.
  • 16. M. Agus, Technologies for improving massive models understanding, October 2012 Massive volume rendering • Full-system architecture overview
  • 17. M. Agus, Technologies for improving massive models understanding, October 2012 Massive volume rendering • Full-system architecture overview APPLICATION: Massive volume rendering José Antonio Iglesias Guitián, Enrico Gobbetti, and Fabio Marton. View-dependent Exploration of Massive Volumetric Models on Large Scale Light Field Displays. The Visual Computer, 26(6--8): 1037-1047, 2010
  • 18. M. Agus, Technologies for improving massive models understanding, October 2012 Technique overview • Use CPU for … – Creation & loading – Octree refinement – Encode current cut using an spatial index • Use GPU for … – Stackless octree traversal Enrico Gobbetti, Fabio Marton, and José Antonio Iglesias Guitián. A single-pass GPU ray casting framework for interactive out-of-core rendering of massive volumetric datasets. – Rendering The Visual Computer, 24, 2008. Proc. CGI 2008.
  • 19. M. Agus, Technologies for improving massive models understanding, October 2012 Taking advantage of GPGPU • Improved multi-resolution CUDA ray caster: – Flexible ray traversal and compositing strategies – Improved visibility feedback (e.g. scatter writes) – Pre-integrated transfer-functions – Integrate an adaptive frame reconstruction scheme
  • 20. M. Agus, Technologies for improving massive models understanding, October 2012 Method overview [ creation and maintainance ] [ rendering ] preprocessing adaptive loader visibility offline octree refinement feedback has current working set no enough accuracy? storage yes octree node volume database prepare to render render CPU GPU
  • 21. M. Agus, Technologies for improving massive models understanding, October 2012 Preview: massive volumes rendering
  • 22. M. Agus, Technologies for improving massive models understanding, October 2012 Massive surface rendering • Full-system architecture overview
  • 23. M. Agus, Technologies for improving massive models understanding, October 2012 Massive surface rendering • Full-system architecture overview APPLICATION: Virtual exploration of massive surface models Fabio Marton, Marco Agus, Enrico Gobbetti, Giovanni Pintore, and Marcos Balsa Rodriguez. Natural exploration of 3D massive models on large-scale light field displays using the FOX proximal navigation technique. Computers & Graphics, 2012.
  • 24. M. Agus, Technologies for improving massive models understanding, October 2012 Handling massive models: overview • Multiresolution structure based on a modification of Adaptive Tetra Puzzles – Few Ktri Patches – Optimized GPU/CPU communication – Per-patch spatial index to organize patches in triangle strip Paolo Cignoni, Fabio Ganovelli, Enrico Gobbetti, Fabio Marton, Federico Ponchio, and Roberto Scopigno. Adaptive TetraPuzzles - Efficient Out-of-core Construction and Visualization of Gigantic Polygonal Models. ACM Transactions on Graphics, 23(3): 796-803, August 2004. Proc. SIGGRAPH 2004. Giovanni Pintore, Enrico Gobbetti, Fabio Marton, Russell Turner, and Roberto Combet. An Application of Multiresolution Massive Surface Representations to the Simulation of Asteroid Missions. In Eurographics Italian Chapter Conference. Pages 9-16. Eurographics Association, November 2010.
  • 25. M. Agus, Technologies for improving massive models understanding, October 2012 Handling massive models • Offline construction – spatial partition by longest edge bisection of tetrahedra – fine-to-coarse parallel out- of-core simplification of the surface contained in diamonds • Run-time rendering – selective refinement queries based on projected space error estimation on tetrahedron hierarchy – adaptive loader rapidly produces LOD by combining precomputed patches
  • 26. M. Agus, Technologies for improving massive models understanding, October 2012 Results: massive models rendering
  • 27. M. Agus, Technologies for improving massive models understanding, October 2012 Multiview capture and rendering • Full-system architecture overview
  • 28. M. Agus, Technologies for improving massive models understanding, October 2012 Multiview capture and rendering • Full-system architecture overview APPLICATION: Multiview capture and rendering system Fabio Marton, Enrico Gobbetti, Fabio Bettio, José Guitián, and Ruggero Pintus. A Real-time coarse-to-fine multiview capture system for all-in-focus rendering on a light-field display. In Proc. 3DTV Conference: The True Vision - Capture, Transmission and Display of 3D Video (3DTV-CON). 2011
  • 29. M. Agus, Technologies for improving massive models understanding, October 2012 Capture • Simple front-end: a single PC acquires M-PEG video stream from low cost USB camera array. • Each node need to receive all camera images since each projectors sees a large portion of the display workspace • Solution: front-end sends single-frame JPEG images through UDP multicast protocol to display cluster nodes 29
  • 30. M. Agus, Technologies for improving massive models understanding, October 2012 Upload to GPU • Minimization of CPU work – Moreover, old PCs not fast enough for JPG decoding. • Pipelined CPU-GPU parallel decoding, interleaving: – CPU:entropy decoding using libjpeg-turbo – GPU: CUDA CPU • dequantization, Img 0 • inverse-DCT, CPU GPU • YCbCr to RGB conversion Img 1 Img 0 – 6X speed-up wrt standard CPU solution – Fast but still dominates the whole processing time using old G80 GPUs! CPU GPU Img N-1 Img N-2 GPU Img N-1 30
  • 31. M. Agus, Technologies for improving massive models understanding, October 2012 Depth estimation (CUDA) • For each pixel of each projector – Find depth and color – identify a ray using equations which consider MCOP geometry of the display. – identify the closest cameras to the ray using the camera viewing transforms. • Plane sweeping to find best depth – Evaluate pixel similarities at different depths and keep the best one 31
  • 32. M. Agus, Technologies for improving massive models understanding, October 2012 Coarse to fine depth estimation & color sample • Start at half depth with coarser resolution • Upsample and refine • Filter each level • Up to final resolution • Final color gathering 32
  • 33. M. Agus, Technologies for improving massive models understanding, October 2012 Results: Multiview Capture System
  • 34. M. Agus, Technologies for improving massive models understanding, October 2012 Results: “First teleport experiment”
  • 35. M. Agus, Technologies for improving massive models understanding, October 2012 Illustrative methods • Full-system architecture overview
  • 36. M. Agus, Technologies for improving massive models understanding, October 2012 Illustrative methods • Full-system architecture overview FOCUS: Improve volume understanding José Antonio Iglesias Guitián, Enrico Gobbetti, and Fabio Marton. View-dependent Exploration of Massive Volumetric Models on Large Scale Light Field Displays. The Visual Computer, 26(6--8): 1037-1047, 2010
  • 37. M. Agus, Technologies for improving massive models understanding, October 2012 Novel view-dependent illustrative tools • The view-dependent characteristics of the display can be exploited to develop specialized interactive illustrative techniques designed to improve spatial understanding • Simple head motions can reveal new aspects of the inspected data
  • 38. M. Agus, Technologies for improving massive models understanding, October 2012 Clip-plane with view-dependent context • Traditional cut away visualization, when our view direction is orthogonal to the clip plane, while offering more helpful contextual information in other situations
  • 39. M. Agus, Technologies for improving massive models understanding, October 2012 Clip-plane with view-dependent context • Compute distance from plane • If distance is positive • modify the opacity of samples by multiplying it by a view-dependent correction factor: • Otherwise • vary the opacity of the plane and shading parameters from the original ones at to full opacity and ambient plus emission shading at
  • 40. M. Agus, Technologies for improving massive models understanding, October 2012 Clip-plane with view-dependent context
  • 41. M. Agus, Technologies for improving massive models understanding, October 2012 Other view-dependent illustrative tools • Context-preserving probe • Band-picker • More info in... José Iglesias Guitián, Enrico Gobbetti and Fabio Marton. View-dependent exploration of massive volumetric models on large-scale light field displays. The Visual Computer, 26, 2010. Proc. CGI 2010.
  • 42. M. Agus, Technologies for improving massive models understanding, October 2012 System overview • Full-system architecture overview
  • 43. M. Agus, Technologies for improving massive models understanding, October 2012 System overview • Full-system architecture overview FOCUS: Perceptual and performance evaluation Marco Agus, Enrico Gobbetti, José Antonio Iglesias Guitián, and Fabio Marton. Evaluating layout discrimination capabilities of continuous and discrete automultiscopic displays. In Proc. Fourth International Symposium on 3D Data Processing, Visualization and Transmission, 2010.
  • 44. M. Agus, Technologies for improving massive models understanding, October 2012 Evaluation • The main goal of tests performed in the evaluation process is … – … to elucidate if light field displays could provide visual information not available with traditional volume rendering systems • The main focus will be set on psychophysical tests.
  • 45. M. Agus, Technologies for improving massive models understanding, October 2012 Evaluation • Stereopsis evaluation – Random dot spiral ramp – Depth discrimination (overlapping disks) • Spatial understanding evaluation – Path tracing performance evaluation
  • 46. M. Agus, Technologies for improving massive models understanding, October 2012 Evaluation results Users rapidly recover all depth cues to instantaneously recognize complex structures – Very useful for analysis of angiography datasets • More details about the evaluation tests can be found in … M. Agus, F. Bettio, A. Giachetti, E. Gobbetti, J. A. Iglesias Guitián, F. Marton, J. Nilsson, and G. Pintore. An interactive 3D medical visualization system based on a light field display. The Visual Computer, Vol. 25, No. 9, pp. 883–893, 2009. M. Agus, E. Gobbetti, J. A. Iglesias Guitián, F. Marton. Evaluating layout discrimination capabilities of continuous and discrete automultiscopic displays. 3DPVT, 2010
  • 47. M. Agus, Technologies for improving massive models understanding, October 2012 System overview • Full-system architecture overview
  • 48. M. Agus, Technologies for improving massive models understanding, October 2012 System overview • Full-system architecture overview FOCUS: Display adaptation Marco Agus, Giovanni Pintore, Fabio Marton, Enrico Gobbetti, and Antonio Zorcolo. Visual enhancements for improved interactive rendering on light field displays. In Eurographics Italian Chapter Conference. Pages 1-7. Eurographics Association, November 2011.
  • 49. M. Agus, Technologies for improving massive models understanding, October 2012 Problem: visual discomfort • Aliasing artifacts occur when objects are too far with respect to the screen • Causes – Geometry errors due to the discrete characteristics of projectors and display – Image-based calibration error • subpixel errors on the display screen • bigger errors as the distance from screen increases
  • 50. M. Agus, Technologies for improving massive models understanding, October 2012 Visual discomfort: our solution • Non-linear depth remapping method – constrains most of the scene to stay inside CVR – drives users to focus on parts inside CVR • Depth-of-field simulation method – blurs parts of the scene in background • Frame fade-out method – reduces clipping artifacts due to the borders of the light field display
  • 51. M. Agus, Technologies for improving massive models understanding, October 2012 Non-linear depth remapping method • Implemented on a vertex shader according to the equation • B, F are the comfort thresholds • DF, DB are the asymptotic output ranges
  • 52. M. Agus, Technologies for improving massive models understanding, October 2012 Depth of field simulation • Depth-dependent blur to adapt the frequency content to display resolution – Focused objects are sharp within CVR, around focal plane – Background objects are instead blurred – Objects close to the viewer cannot be blurred • Implemented as image-based two-pass DOF simulation [Nguyen 2007] – CoC proportional to display spatial resolution – Post-processing pixel shader blending between hi-res and low-res images according to CoC and blurriness by stochastic Poisson sampling
  • 53. M. Agus, Technologies for improving massive models understanding, October 2012 Frame fade-out • Limited angular workspace – Objects can abruptly disappear while viewer moves horizontally • Simple but effective solution – Color blending which fades to background in boundary areas – Objects smoothly fade out – Implemented in a fragment shader
  • 54. M. Agus, Technologies for improving massive models understanding, October 2012 Qualitative results • Non-linear depth-mapping (front positions) Without Depth mapping Depth mapping adaptation DF = 1500 mm DF = 500 mm
  • 55. M. Agus, Technologies for improving massive models understanding, October 2012 Qualitative results • Non-linear depth-mapping + DOF blur Depth mapping Without Depth mapping DB = 1000 mm + adaptation DB = 1000 mm DOF
  • 56. M. Agus, Technologies for improving massive models understanding, October 2012 Qualitative results Depth mapping Without DF = 1000 mm adaptation
  • 57. M. Agus, Technologies for improving massive models understanding, October 2012 System overview • Full-system architecture overview
  • 58. M. Agus, Technologies for improving massive models understanding, October 2012 System overview • Full-system architecture overview FOCUS: natural interaction Fabio Marton, Marco Agus, Giovanni Pintore, and Enrico Gobbetti. FOX: The Focus Sliding Surface Metaphor for Natural Exploration of Massive Models on Large-scale Light Field Displays. In Proc. VRCAI. Pages 83-90, December 2011.
  • 59. M. Agus, Technologies for improving massive models understanding, October 2012 Natural interaction: requirements • Light field display constraints – Depth-dependent spatial resolution, calibration errors, angular bounds • Interaction metaphor should be simple – Museum context – Reduced number of DOFs – Short learning time
  • 60. M. Agus, Technologies for improving massive models understanding, October 2012 FOX interface: key ideas • Guided motion – Scene is kept centered wrt display workspace Focus • DOF reduction + – Interaction consists of Visual confort changing a contact point – Translation, rotation and zoom are coupled together • Natural and intuitive – Simple to learn: only one Ease of use button + – It can be implemented with Efficiency various devices
  • 61. M. Agus, Technologies for improving massive models understanding, October 2012 FOX interface: components • Translation and rotation • Automatic zooming • Automatic hotspot placement
  • 62. M. Agus, Technologies for improving massive models understanding, October 2012 Translation and rotation • Surface slides on display hotspot – (dx,dy) defines a displacement on current plane – Closest point and normal is forced to display hotspot – Up direction is kept – Smoothing filters
  • 63. M. Agus, Technologies for improving massive models understanding, October 2012 Automatic zooming • Speed-dependent automatic zooming – Vector length dS = |dx,dy| defines rate of motion – Pan-speed function with three states – Steady (FOCUS) vs fast motion (EXPLORATION)
  • 64. M. Agus, Technologies for improving massive models understanding, October 2012 Hot-spot automatic placement • Coarse sampling for computing average plane • Hotspot depth corrected to put scene in focus
  • 65. M. Agus, Technologies for improving massive models understanding, October 2012 Resulting interface • From device (2D pos + button state) to displacement vector dS • Model matrix M function of dS and current state (model surface) • Easy to implement with all pointing devices (2D mouse, 3D mouse, free-hand motion-tracking, touch-screens) • Cursor glyphs indicating dS and pan-zoom state
  • 66. M. Agus, Technologies for improving massive models understanding, October 2012 Kinect implementation • Hand tracking with gesture recognition (open/close) – Covariance analysis in order to recognize singular points
  • 67. M. Agus, Technologies for improving massive models understanding, October 2012 Results • Real-time exploration of David 0.25 mm model, composed of 970M triangles • User evaluation: – Metaphor comparison ( 5DOF ObjectInHand vs FOX) – Device comparison (IS 9000 vs Kinect)
  • 68. M. Agus, Technologies for improving massive models understanding, October 2012 Interaction with IS device
  • 69. M. Agus, Technologies for improving massive models understanding, October 2012 Free-hand interaction (Kinect)
  • 70. M. Agus, Technologies for improving massive models understanding, October 2012 User evaluation • 33 participants (26 novices, 7 experts) • Quantitative evaluation – FOX vs 5DOF, IS vs KINECT – Guided and explorative tasks – Task completion time and image quality • Qualitative evaluation – Metaphor comparison (ease of learning, ease of reaching positions, perceived 3D image quality, preferred one) – Device comparison (ease of learning, ease of reaching positions, preferred one)
  • 71. M. Agus, Technologies for improving massive models understanding, October 2012 User evaluation: samples
  • 72. M. Agus, Technologies for improving massive models understanding, October 2012 Results: 3D image quality
  • 73. M. Agus, Technologies for improving massive models understanding, October 2012 Results: task completion time
  • 74. M. Agus, Technologies for improving massive models understanding, October 2012 Results: qualitative evaluation
  • 75. M. Agus, Technologies for improving massive models understanding, October 2012 Results: user preferences
  • 76. M. Agus, Technologies for improving massive models understanding, October 2012 Discussion • Tasks are easier with FOX (especially for novice users) • Overall image quality is sensibly better with FOX • With respect to devices IS 900 performs better (especially for novice users) • FOX provides better comfort (even difference in ease of use is not significant)
  • 77. M. Agus, Technologies for improving massive models understanding, October 2012 Summary of contributions • Interactive system for virtual exploration of massive models on light field displays • Light field display adaptation techniques for improving visual perception • Natural interaction metaphor for light field displays • Perceptual and performance evaluation of light field displays for interactive exploration
  • 78. M. Agus, Technologies for improving massive models understanding, October 2012 Current and future work • But there is still a lot of work to do ... – Improve light field representations • Complex scenes (hybrid scenes, point-based representations, image-based representations) • Model retargeting within the range of 3d displays – Improve the interaction techniques • e.g. natural interfaces for the manipulation of large models (gesture interfaces) • Exploration of more complex virtual environments (jumps, fly-through, change of metaphors)
  • 79. M. Agus, Technologies for improving massive models understanding, October 2012 Take-home messages • Data explosion Impossible to explore all data you acquire • Displays are evolving Many ways to improve exploration of data and provide useful information • Complexity reduction is needed – Interface Constrained but natural exploration – Visual representation Extraction of meaningful information + Hints on exploratio + Integration and fusion
  • 80. M. Agus, Technologies for improving massive models understanding, October 2012 Take-home message • Simple scene simple exploration – Interface can be simple – User can explore all the scene to reach her target
  • 81. M. Agus, Technologies for improving massive models understanding, October 2012 Take-home message • Huge scene Simple or complex interface? – Where is the Pac-man food? – How much time would Pac-Man need to complete the maze?
  • 82. M. Agus, Technologies for improving massive models understanding, October 2012 That’s all, folks… Thank you Marco Agus [magus@crs4.it] CRS4 Visual Computing http://www.crs4.it/vic vic@crs4.it