Weather visualization is a difficult problem because it comprises volumetric multi-field data and traditional surface-based approaches obscure details of the complex three-dimensional structure of cloud dynamics. Therefore, visually accurate volumetric multi-field visualization of storm scale and cloud scale data is needed to effectively and efficiently communicate vital information to weather forecasters, improving storm forecasting, atmospheric dynamics models, and weather spotter training. We have developed a new approach to multi-field visualization that uses field specific, physically-based opacity, transmission, and lighting calculations per-field for the accurate visualization of storm and cloud scale weather data. Our approach extends traditional transfer function approaches to multi-field data and to volumetric illumination and scattering.
Direct volume rendering is a commonly used technique in visualization applications. Many of these applications require sophisticated shading models to capture subtle lighting effects and characteristics of volumetric data and materials. For many volumes, homogeneous regions pose problems for typical gradient-based surface shading. Many common objects and natural phenomena exhibit visual quality that cannot be captured using simple lighting models or cannot be solved at interactive rates using more sophisticated methods. We present a simple yet effective interactive shading model which captures volumetric light attenuation effects that incorporates volumetric shadows, an approximation to phase functions, an approximation to forward scattering, and chromatic attenuation that provides the subtle appearance of translucency. We also present a technique for volume displacement or perturbation that allows realistic interactive modeling of high frequency detail for both real and synthetic volumetric data.
Pen and ink rendering techniques provide artistic, illustrative, and informative representations of objects. With recent advances in hardware graphics technology, several researchers have developed interactive non-photorealistic rendering techniques, including hatching, toon rendering, and silhouettes. However, the stippling method of drawing and shading using dots has not received as much focus. In this paper, we present an interactive system for stipple drawing of surface-based objects that provides illustrative stipple renderings of multiple objects and includes adaptation of the stippling to provide a consistent rendering of objects at any scale. We also describe the use of the latest graphics hardware capabilities for accelerating the rendering by performing the silhouette rendering on the GPU and the stipple density enhancement calculations as a vertex program.
This paper describes the implementation and performance evaluation of a parallel volume renderer capable of handling large volumetric data sets. We implement our volume renderer on a cluster of 32 Linux PC’s using OpenGL, MPI and a binary–swap compositing algorithm. We also give hints for achieving good performance when using OpenGL and MPI on a Linux visualization cluster.
We present a brute-force ray tracing system for interactive volume visualization. The system runs on a conventional (distributed) shared-memory multiprocessor machine. For each pixel we trace a ray through a volume to compute the color for that pixel. Although this method has high intrinsic computational cost, its simplicity and scalability make it ideal for large datasets on current high-end parallel systems. To gain efficiency several optimizations are used including a volume bricking scheme and a shallow data hierarchy. These optimizations are used in three separate visualization algorithms: isosurfacing of rectilinear data, isosurfacing of unstructured data, and maximum-intensity projection on rectilinear data. The system runs interactively (i.e., several frames per second) on an SGI Reality Monster. The graphics capabilities of the Reality Monster are used only for display of the final color image.
We show that it is feasible to perform interactive isosurfacing of very large rectilinear datasets with brute-force ray tracing on a conventional (distributed) shared-memory multiprocessor machine. Rather than generate geometry representing the isosurface and render with a z-buffer, for each pixel we trace a ray through a volume and do an analytic isosurface intersection computation. Although this method has a high intrinsic computational cost, its simplicity and scalability make it ideal for large datasets on current high-end systems. Incorporating simple optimizations, such as volume bricking and a shallow hierarchy, enables interactive rendering (i.e. 10 frames per second) of the 1 GByte full resolution Visible Woman dataset on an SGI Reality Monster. The graphics capabilities of the Reality Monster are used only for display of the final color image.
Peter-Pike Sloan合作论文数Northwestern University2