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Cuberilles – Statistical Volume Vis
INF252 Visualization – Final Project Presentation
Christian Kehl
Design Focus
 Coupled interaction Statistics  Volume
 statistical 2D views (Avg/Max Intensity Proj.)
 Statistics per Dimension
 1D ray: Histogram, Profile, Semi-Variog.
 2D slice: Histogram, Semi-Variogram
 3D volume: Histogram
 Convolution responses; Histogram –> PDF
Design Demo Specifics Reflection2
Design Focus
 3D representation using Cuberilles
 why ? data sharing GPU 3D – CPU
 Glyphing Cuberilles with Cubes or Spheres
 Preset Editor for Colour-Opacity changes
 Lensing for Zooming; separated 3D-2D view
 Focus: interaction & vis. mapping; sacrifice render
quality (no render styles or shadows; simple shading)
Design Demo Specifics Reflection3
Implementation Choices
 Dev Environment: Linux; hence Cross-Platform
 Java OpenGL (JOGL); no SceneGraph avail.
 Shaders in GLSL
 UI: SWT (native UI on each system)
 distribution via web (Java webstart) or binary
 Graphing library: SWT chart
 tryouts with modern OpenCL list sorts failed ...
Design Demo Specifics Reflection4
Demo
Design Demo Specifics Reflection5
Specifics – non-implemented features
 Focus+Context via lensing
 switch perspective/orthographic proj.
 Dataset comparison
 Glyphing: limited by render speed
 Probability distribution function (PDF)
 Convolution kernels
Design Demo Specifics Reflection6
Cuberilles
 OpenGL 2: triangle array too slow (call-bound);
blending problems
 OpenGL 3: geometry shader reduces to point
calls
 OpenGL 4: instanced rendering (not impl.)
 Geometry shader description of cube simple,
spheres demand more calls
 Cube: 6 triangle patches
 Sphere (6 vert., 12 horiz. resolution): 72 triangle p.
Design Demo Specifics Reflection7
Cuberilles
Design Demo Specifics Reflection8
12 yo laptop, GLES: 64x64x29
Lab PC, Quadro K4200, GL3: 512x512x232
Alpha Composition
 Problem: Render-order dependent composition
 depth peeling => small number of alpha layers
 tried pre-computed render orders (1 per
bounding box corner): didn’t really work ...
 Sorting: just points, not cube vertices
 Simple view-dependent sorting not interactive
 Parallel sorting improved speed reasonably
Design Demo Specifics Reflection9
Alpha Composition
Design Demo Specifics Reflection10
common alpha composition with x-y-z render order pre-computed, closest-corner render order
render order computed each frame
Normal/Gradient Visualisation
 Normal: divergent per dimension & between
positive/negative slope; defined 0-point
Design Demo Specifics Reflection11
full colour spectrum ->colour-
blind problem
divergent, too bright xy mapping+; z mapping - contrast-less; 0-value confuser
good contrast,
good highlights;
confuser:
N[0 0 1] = N[0 0 0]
divergent between x-y-z:
[magenta-blue-purple]
divergent to slope direction
with saturation:
[high-mid-low] = [-1 0 1]
0-value confuser possible
V-1 = I-1
Geological Datasets
 Geological facies datasets similar to CT (depict
structure)
 statistical exploration can help to spot rock
relationships
Design Demo Specifics Reflection12
porosity model depicts structure poorly facies model depicts structure very well
Lessons learned ...
 Cubrilles: possible, but not advisable (modern GPUs do
volume raycasting better)
 Statistics: helpful for exploring new datasets
 Lighting: highlights structure in volumes unexpectedly well
 GPU sorting: did improved; still not comparable to CPU
 Gradient/Normal Mapping: harder than it seems ...
 Volume Visualisation: it’s fun 
 “Lonely Rider” not advisable – a good team is better than
the sum of its individuals ...
And: thank you for the time to update my OpenGL
knowledge 
Design Demo Specifics Reflection13
River
Discharge
SAND
SILT
Searching for a summer or
semester job ?
Doing Volume Visualisation
in Geology ?
then THIS may be for you!
Delft3D Delta Modelling:
• WebVis using WebGL / osgjs
• detailed, time-dependent,
multi-variate VolumeVis
• teamwork with experienced
3D engineer as guide
• cool project, good team ... &
getting in touch with petroleum
Contact: Simon J. Buckley
simon.buckley@uni.no
&

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Cuberilles Statistical Volume Visualisation for Medical and Geological Data

  • 1. Cuberilles – Statistical Volume Vis INF252 Visualization – Final Project Presentation Christian Kehl
  • 2. Design Focus  Coupled interaction Statistics  Volume  statistical 2D views (Avg/Max Intensity Proj.)  Statistics per Dimension  1D ray: Histogram, Profile, Semi-Variog.  2D slice: Histogram, Semi-Variogram  3D volume: Histogram  Convolution responses; Histogram –> PDF Design Demo Specifics Reflection2
  • 3. Design Focus  3D representation using Cuberilles  why ? data sharing GPU 3D – CPU  Glyphing Cuberilles with Cubes or Spheres  Preset Editor for Colour-Opacity changes  Lensing for Zooming; separated 3D-2D view  Focus: interaction & vis. mapping; sacrifice render quality (no render styles or shadows; simple shading) Design Demo Specifics Reflection3
  • 4. Implementation Choices  Dev Environment: Linux; hence Cross-Platform  Java OpenGL (JOGL); no SceneGraph avail.  Shaders in GLSL  UI: SWT (native UI on each system)  distribution via web (Java webstart) or binary  Graphing library: SWT chart  tryouts with modern OpenCL list sorts failed ... Design Demo Specifics Reflection4
  • 6. Specifics – non-implemented features  Focus+Context via lensing  switch perspective/orthographic proj.  Dataset comparison  Glyphing: limited by render speed  Probability distribution function (PDF)  Convolution kernels Design Demo Specifics Reflection6
  • 7. Cuberilles  OpenGL 2: triangle array too slow (call-bound); blending problems  OpenGL 3: geometry shader reduces to point calls  OpenGL 4: instanced rendering (not impl.)  Geometry shader description of cube simple, spheres demand more calls  Cube: 6 triangle patches  Sphere (6 vert., 12 horiz. resolution): 72 triangle p. Design Demo Specifics Reflection7
  • 8. Cuberilles Design Demo Specifics Reflection8 12 yo laptop, GLES: 64x64x29 Lab PC, Quadro K4200, GL3: 512x512x232
  • 9. Alpha Composition  Problem: Render-order dependent composition  depth peeling => small number of alpha layers  tried pre-computed render orders (1 per bounding box corner): didn’t really work ...  Sorting: just points, not cube vertices  Simple view-dependent sorting not interactive  Parallel sorting improved speed reasonably Design Demo Specifics Reflection9
  • 10. Alpha Composition Design Demo Specifics Reflection10 common alpha composition with x-y-z render order pre-computed, closest-corner render order render order computed each frame
  • 11. Normal/Gradient Visualisation  Normal: divergent per dimension & between positive/negative slope; defined 0-point Design Demo Specifics Reflection11 full colour spectrum ->colour- blind problem divergent, too bright xy mapping+; z mapping - contrast-less; 0-value confuser good contrast, good highlights; confuser: N[0 0 1] = N[0 0 0] divergent between x-y-z: [magenta-blue-purple] divergent to slope direction with saturation: [high-mid-low] = [-1 0 1] 0-value confuser possible V-1 = I-1
  • 12. Geological Datasets  Geological facies datasets similar to CT (depict structure)  statistical exploration can help to spot rock relationships Design Demo Specifics Reflection12 porosity model depicts structure poorly facies model depicts structure very well
  • 13. Lessons learned ...  Cubrilles: possible, but not advisable (modern GPUs do volume raycasting better)  Statistics: helpful for exploring new datasets  Lighting: highlights structure in volumes unexpectedly well  GPU sorting: did improved; still not comparable to CPU  Gradient/Normal Mapping: harder than it seems ...  Volume Visualisation: it’s fun   “Lonely Rider” not advisable – a good team is better than the sum of its individuals ... And: thank you for the time to update my OpenGL knowledge  Design Demo Specifics Reflection13
  • 14. River Discharge SAND SILT Searching for a summer or semester job ? Doing Volume Visualisation in Geology ? then THIS may be for you! Delft3D Delta Modelling: • WebVis using WebGL / osgjs • detailed, time-dependent, multi-variate VolumeVis • teamwork with experienced 3D engineer as guide • cool project, good team ... & getting in touch with petroleum Contact: Simon J. Buckley simon.buckley@uni.no &

Hinweis der Redaktion

  1. PDF: Probability Distribution Function
  2. One-man group, so feature sacrifices and priorities need to be made!!!