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Use of Silhouette Edges and Ambient Occlusion in Particle
Visualization
James L. Bigler
School of ComputingAugust 16, 2004
Oral defense of
Outline
• Motivation and Introduction
• Ambient Occlusion Shading
• Silhouette Edges
• Conclusions and Future Work
Global Illumination
• Variation in ambient regions
• Soft shadows
• Interreflection of light between surfaces
Wyman Global Illumination for Interactive Isosurfaces
• Wyman et al. cached global illumination values on a grid. Goal was to maintain interactivity during rendering.
Ambient Occlusion or Obscurances
• Zhukov et al. Iones et al.
• Precomputed
• Stored as textures
• Geometric property
Vicinity Shading
• James Stewart• Similar to Wyman, precomputes and stores
in a texture volume for later use in interactive applications.
Silhouette Edges
• Gooch et al. (“Interactive technical illustration) – OpenGL based method
(polygonal based)– Environment map (angle
between normal and eye)– Polygon by polygon software
method
• Object based methods not appropriate for particles
Silhouette Edges from Depth Buffer
• Usually black, emphasizes view dependent hull of objects
• Saito and Takahashi (“Comprehensible Rendering of 3-D Shapes”)– Cache various aspects of the
rendered image – Use depth and convolution
to find silhouette edges
Particle Ray Tracing
• Parker et al. show in “Interactive ray tracing” that large numbers of particles can interactively be rendered using a parallel ray tracer.
Outline
• Motivation and Introduction
• Ambient Occlusion Shading
• Silhouette Edges
• Conclusions and Future Work
How Is This Fixed?Inside Outside
Dilation based on value only would results in lightening all dark areas.
Inside or OutsideInside Outside
Only the “inside” texels should be changed. A way to determine if a texel is “inside” is needed.
Render Phase• Texture and sphere data loaded in
• Sphere ID used to lookup corresponding texture
• Removing textures seams
Precomputation Time and Memory
• Using 20 R14K processors on an SGI Origin 3800 (muse.sci.utah.edu). Textures were 16x16 with 49 samples per texel.
955,000
66 min.
233 MB
952,755
261 min.
232 MB
543,088
33 min.
132 MB
7,157,720
12 hours
1,747 MB
Fireball Bullet Foam
Impact on Performance• 10% slower than direct lighting alone.
• However, using only the ambient occlusion values can yield as good as or better performance than direct lighting alone.
Direct lighting
DL with Textures
Textures w/o DL
Fireball 6 16.43 f/s 14.97 f/s 16.75 f/s
Fireball 11 10.55 f/s 9.59 f/s 10.16 f/s
Cylinder 6 13.32 f/s 12.15 f/s 13.37 f/s
Cylinder 22
11.71 f/s 10.94 f/s 11.75 f/s
Bullet 2 28.17 f/s 25.59 f/s 28.79 f/s
Bullet 12 28.76 f/s 25.71 f/s 28.41 f/s
ImagesDirect Lighting
onlyDirect lighting with ambient occlusion
textures
Ambient occlusion textures only
Cylinder 22 Bullet 6 Fireball 11
Impact on Performance• 10% slower than direct lighting alone.
• However, using only the ambient occlusion values can yield as good as or better performance than direct lighting alone.
Direct lighting
DL with Textures
Textures w/o DL
Fireball 6 16.43 f/s 14.97 f/s 16.75 f/s
Fireball 11 10.55 f/s 9.59 f/s 10.16 f/s
Cylinder 6 13.32 f/s 12.15 f/s 13.37 f/s
Cylinder 22
11.71 f/s 10.94 f/s 11.75 f/s
Bullet 2 28.17 f/s 25.59 f/s 28.79 f/s
Bullet 12 28.76 f/s 25.71 f/s 28.41 f/s
Outline
• Motivation and Introduction
• Ambient Occlusion Shading
• Silhouette Edges
• Conclusions and Future Work
Silhouette Edges
• Two options– Precomputation
(object based)– Run time
• Object based
• Image based
Ingredients for Edges
• Image buffer • Depth buffer• Edge detection kernel• Threshold for zero
crossings
-1 -1 -1
-1 8 -1
-1 -1 -1Laplacian kernel
• Anatomy of a ray
• If a and |b| are the same for each pixel we can use the collection of t as a depth buffer.
Depth Buffer
p(t) = a + tb
t
Movies
• Movie 1 (Varying the threshold and changing the view point and field of view)
• Movie 2 (Time varying data)
Performance
Without With
A 17.064 f/s 16.056 f/s
B 2.220 f/s 2.179 f/s
C 2.220 f/s 2.197 f/s
D 1.155 f/s 1.162 f/s
E 2.683 f/s 2.632 f/s
A
B C
D E
Outline
• Motivation and Introduction
• Ambient Occlusion Shading
• Silhouette Edges
• Conclusions and Future Work
Ambient Occlusion
• Shows macroscopic structure well
• Renderings are still interactive
• Precomputation time is reasonable, but still expensive.
• Issues with Time-Dependent Visualization
Future Work for Ambient Occlusion
• Compress the textures to save memory• Reduce the texture generation time
– Smaller textures
– Better acceleration structures for ray intersections
– Look for occlusions in a predefined radius, rather than the whole volume
– View dependent texture generation
• Update textures during cropping
Silhouette Edges
• No precomputation time required
• Image based method developed has little impact on rendering time
• Intuitive user control for selection of how many silhouettes to view
• Improved visualization of structure
Future Work for Silhouette Edges
• Edges of silhouettes are aliased.
• Gray levels or varying thickness to indicate degrees of discontinuities in depth.
• How to appropriately apply silhouette edges to multi-sampled renderings.
Thanks
• Laura
• My family
• My committee: Chuck, Steve, & Pete
• The folks at SCI
• DOE, C-SAFE
• Friends along the way