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 in | Computer graphics forum Vol. 34; no. 3; pp. 151 - 160 |
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Main Authors | , , |
Format | Journal Article |
Language | English |
Published |
Oxford
Blackwell Publishing Ltd
01.06.2015
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Subjects | |
Online Access | Get full text |
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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. |
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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 |
Author_xml | – sequence: 1 givenname: Joachim surname: Staib fullname: Staib, Joachim organization: Chair for Computer Graphics & Visualization, TU-Dresden, Germany – sequence: 2 givenname: Sebastian surname: Grottel fullname: Grottel, Sebastian organization: Chair for Computer Graphics & Visualization, TU-Dresden, Germany – sequence: 3 givenname: Stefan surname: Gumhold fullname: Gumhold, Stefan organization: Chair for Computer Graphics & Visualization, TU-Dresden, Germany |
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Cites_doi | 10.1109/TVCG.2012.142 10.1109/TVCG.2008.25 10.1145/2461912.2461930 10.1016/0263-7855(96)00018-5 10.1007/978-3-7091-6453-2_5 10.1111/j.1467-8659.2012.03128.x 10.1145/1281500.1281671 10.1109/TVCG.2014.2350479 10.1109/TVCG.2009.45 10.1109/PacificVis.2012.6183593 10.1109/TVCG.2004.1260759 10.1111/cgf.12197 10.1016/j.cag.2011.01.011 10.1007/s00371-014-0956-z 10.1111/1467-8659.t01-1-00591 10.1111/cgf.12252 10.1111/j.1467-8659.2009.01698.x 10.1109/TVCG.2006.115 10.1109/TVCG.2012.159 10.1109/TVCG.2011.161 10.1093/bioinformatics/bti818 10.1109/2945.597794 |
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Copyright | 2015 The Author(s) Computer Graphics Forum © 2015 The Eurographics Association and John Wiley & Sons Ltd. Published by John Wiley & Sons Ltd. 2015 The Eurographics Association and John Wiley & Sons Ltd. |
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References_xml | – reference: Everitt C.: Interactive order-independent transparency. White paper, nVIDIA 2, 6 (2001), 7. 2 – reference: Falk M., Weiskopf D.: Output-sensitive 3d line integral convolution. IEEE Transactions on Visualization and Computer Graphics 14, 4 (July 2008), 820-834. 2 – reference: Lindow N., Baum D., Hege H.-C.: Interactive rendering of materials and biological structures on atomic and nanoscopic scale. Computer Graphics Forum 31, 3pt4 (2012), 1325-1334. 2 – reference: Hlawitschka M., Weinkauf T. (Eds.):. EuroVis - Short Papers (Leipzig, Germany, 2013), Eurographics Association. 10 – reference: Crassin C., Neyret F., Sainz M., Green S., Eisemann E.: Interactive Indirect Illumination Using Voxel Cone Tracing. 3, 6 – reference: Grottel S., Reina G., Dachsbacher C., Ertl T.: Coherent culling and shading for large molecular dynamics visualization. In Computer Graphics Forum (Proceedings of EUROVIS 2010) (2010), vol. 29, pp. 953-962. 2 – reference: Moll A., Hildebrandt A., Lenhof H.-P., Kohlbacher O.: Ballview: a tool for research and education in molecular modeling. Bioinformatics 22, 3 (2006), 365-366. 2 – reference: Eichelbaum S., Hlawitschka M., Scheuermann G.: Lineao - improved three-dimensional line rendering. IEEE Transactions on Visualization and Computer Graphics 19, 3 (Mar. 2013), 433-445. 3 – reference: Jönsson D., Sundén E., Ynnerman A., Ropinski T.: A Survey of Volumetric Illumination Techniques for Interactive Volume Rendering. Computer Graphics Forum 33, 1 (2014), 27-51. 3 – reference: Tory M., Moller T.: Human factors in visualization research. Visualization and Computer Graphics, IEEE Transactions on 10, 1 (Jan 2004), 72-84. 2 – reference: Carnecky R., Fuchs R., Mehl S., Jang Y., Peikert R.: Smart transparency for illustrative visualization of complex flow surfaces. IEEE Transactions on Visualization and Computer Graphics 19, 5 (May 2013), 838-851. 2 – reference: Hoberock J., Jia Y.: High-quality ambient occlusion. GPU gems 3 (2007), 257-274. 3 – reference: Tarini M., Cignoni P., Montani C.: Ambient occlusion and edge cueing for enhancing real time molecular visualization. IEEE Transactions on Visualization and Computer Graphics 12, 5 (2006), 1237-1244. 3, 7, 8 – reference: Günther T., Rössl C., Theisel H.: Opacity optimization for 3d line fields. ACM Trans. Graph. 32, 4 (July 2013), 120:1-120:8. 2 – reference: Falk M., Krone M., Ertl T.: Atomistic visualization of mesoscopic whole-cell simulations using ray-casted instancing. Computer Graphics Forum 32, 8 (2013), 195-206. 2 – reference: Interrante V., Fuchs H., Pizer S.M.: Conveying the 3d shape of smoothly curving transparent surfaces via texture. IEEE Transactions on Visualization and Computer Graphics 3, 2 (Apr. 1997), 98-117. 2 – reference: Pharr M., Green S.: Ambient occlusion. 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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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