Visualization of Particle-based Data with Transparency and Ambient Occlusion

Particle‐based simulation techniques, like the discrete element method or molecular dynamics, are widely used in many research fields. In real‐time explorative visualization it is common to render the resulting data using opaque spherical glyphs with local lighting only. Due to massive overlaps, how...

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Published inComputer graphics forum Vol. 34; no. 3; pp. 151 - 160
Main Authors Staib, Joachim, Grottel, Sebastian, Gumhold, Stefan
Format Journal Article
LanguageEnglish
Published Oxford Blackwell Publishing Ltd 01.06.2015
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Abstract Particle‐based simulation techniques, like the discrete element method or molecular dynamics, are widely used in many research fields. In real‐time explorative visualization it is common to render the resulting data using opaque spherical glyphs with local lighting only. Due to massive overlaps, however, inner structures of the data are often occluded rendering visual analysis impossible. Furthermore, local lighting is not sufficient as several important features like complex shapes, holes, rifts or filaments cannot be perceived well. To address both problems we present a new technique that jointly supports transparency and ambient occlusion in a consistent illumination model. Our approach is based on the emission‐absorption model of volume rendering. We provide analytic solutions to the volume rendering integral for several density distributions within a spherical glyph. Compared to constant transparency our approach preserves the three‐dimensional impression of the glyphs much better. We approximate ambient illumination with a fast hierarchical voxel cone‐tracing approach, which builds on a new real‐time voxelization of the particle data. Our implementation achieves interactive frame rates for millions of static or dynamic particles without any preprocessing. We illustrate the merits of our method on real‐world data sets gaining several new insights.
AbstractList Particle-based simulation techniques, like the discrete element method or molecular dynamics, are widely used in many research fields. In real-time explorative visualization it is common to render the resulting data using opaque spherical glyphs with local lighting only. Due to massive overlaps, however, inner structures of the data are often occluded rendering visual analysis impossible. Furthermore, local lighting is not sufficient as several important features like complex shapes, holes, rifts or filaments cannot be perceived well. To address both problems we present a new technique that jointly supports transparency and ambient occlusion in a consistent illumination model. Our approach is based on the emission-absorption model of volume rendering. We provide analytic solutions to the volume rendering integral for several density distributions within a spherical glyph. Compared to constant transparency our approach preserves the three-dimensional impression of the glyphs much better. We approximate ambient illumination with a fast hierarchical voxel cone-tracing approach, which builds on a new real-time voxelization of the particle data. Our implementation achieves interactive frame rates for millions of static or dynamic particles without any preprocessing. We illustrate the merits of our method on real-world data sets gaining several new insights.
Particle‐based simulation techniques, like the discrete element method or molecular dynamics, are widely used in many research fields. In real‐time explorative visualization it is common to render the resulting data using opaque spherical glyphs with local lighting only. Due to massive overlaps, however, inner structures of the data are often occluded rendering visual analysis impossible. Furthermore, local lighting is not sufficient as several important features like complex shapes, holes, rifts or filaments cannot be perceived well. To address both problems we present a new technique that jointly supports transparency and ambient occlusion in a consistent illumination model. Our approach is based on the emission‐absorption model of volume rendering. We provide analytic solutions to the volume rendering integral for several density distributions within a spherical glyph. Compared to constant transparency our approach preserves the three‐dimensional impression of the glyphs much better. We approximate ambient illumination with a fast hierarchical voxel cone‐tracing approach, which builds on a new real‐time voxelization of the particle data. Our implementation achieves interactive frame rates for millions of static or dynamic particles without any preprocessing. We illustrate the merits of our method on real‐world data sets gaining several new insights.
Author Gumhold, Stefan
Grottel, Sebastian
Staib, Joachim
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Snippet Particle‐based simulation techniques, like the discrete element method or molecular dynamics, are widely used in many research fields. In real‐time explorative...
Particle-based simulation techniques, like the discrete element method or molecular dynamics, are widely used in many research fields. In real-time explorative...
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SubjectTerms Analysis
Categories and Subject Descriptors (according to ACM CCS)
Computer graphics
Construction
I.3.3 [Computer Graphics]: Picture/Image Generation-Display Algorithms
I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism-Color
I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism-Raytracing
I.3.7 [Computer Graphics]: Three‐Dimensional Graphics and Realism—Color, shading, shadowing and texture
Illumination
Lighting
Molecular physics
Occlusion
Real time
Rendering
shading
shadowing and texture
Simulation
Studies
Three dimensional
Visualization
Title Visualization of Particle-based Data with Transparency and Ambient Occlusion
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Volume 34
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