Volume Rendering Method for Spatial Seismic Data Based on GPU

2013 ◽  
Vol 347-350 ◽  
pp. 2636-2641
Author(s):  
Zhong Xiang Duan ◽  
Guo He Li

Volume rendering is one of the focuses in the research and application of computing visualization. On basis of the spatial data volume formally defined,principles and methods are introduced on the division of volume data, computation of resampling and composition of image in the ray casting algorithm. By resampling and compositing with shader, the algorithm is successfully improved in performance by GPU. The application of the algorithm in seismic interpretation is implemented for visualization of spatial seismic data in gray and pseudo-color and a transfer function is designed to highlight the characteristics of stratums in seismic data field, overcoming limitations in the visualization of profiles, slices and surface rendering of seismic data.

2013 ◽  
Vol 765-767 ◽  
pp. 585-590
Author(s):  
Wei Jiang Wu ◽  
Li Zhi Qin ◽  
Shu Ma ◽  
Guo He Li

Taking 3D borehole data for research object, an algorithm flow of volume rendering based GPU is given. According to the limited and discrete characteristics of 3D borehole data, Kriging interpolation algorithm is used to construct a regular grid data model. Ray-casting algorithm based on GPU is realized with the Visualization Toolkit (VTK). The results show that after the application of volume rendering technology, it is easy to practice the functions of arbitrary section displaying, volume clipping and volume data extracting which are practicalities.


2004 ◽  
Vol 13 (3) ◽  
pp. 355-370 ◽  
Author(s):  
Koichi Hirota ◽  
Masaki Hirayam ◽  
Atsuko Tanaka ◽  
Toyohisa Kaneko

In this paper, we propose an approach to real-time haptic interaction based on the concept of simulating the constraining propertes of space. Research on haptic interaction has been conducted from the points of view of both surface and volume rendering. Most approaches to surface rendering—such as the constraint-based god-object method, the point-based approach, and the virtual proxy approach—have dealt only with the interaction with an object surface. Whereas, in volume rendering approaches, algorithms for representing volume data through interactions in space have been investigated. Our approach provides a framework for the representation of haptic interaction with both surface and space. We discretize the space using a tetrahedral cell mesh and associate a constraining property with each cell. The interaction of the haptic interface points with a volume is simulated using the constraining properties of the cells occupied by this volume. We implemented a fast computation algorithm that works at a haptic rate. The algorithm is robust in that any sudden or quick motion of the user does not disturb the computation, and the computation time for each cycle is independent of the complexity of the model as a whole. To demonstrate the performance of the proposed method, we present experimental results on the interaction with models of varying complexity. Also, we discuss some problems that need to be solved in future work.


2005 ◽  
Vol 05 (02) ◽  
pp. 413-431
Author(s):  
WENCHENG WANG ◽  
HANQIU SUN ◽  
ENHUA WU

In volume rendering, an important issue in acceleration is to reduce the calculations for occluded voxels. Although this issue has been addressed in the ray casting approach, it is difficult to apply the idea to the projection approach due to uncertain termination conditions. In this paper, we propose a new method to effectively address the exclusion problem in the projection approach, so the rendering process can be accelerated without impairing the rendered image quality. In the rendering process, this new method employs the dynamic screen technique to manage the pixels whose accumulated opacity has not reached 1.0. A ray-cast link at each pixel is set up to record the rendered voxels for the corresponding ray cast from the pixel to intersect. According to the rendered voxels covering the pixels whose accumulated opacity value is below 1.0, visible voxels are selected to render from front to back by the neighboring relationship between the rendered voxels and the voxels to be rendered. Thus, the occluded voxels are dynamically excluded from the loading and rendering processes accurately. Our proposed method can be in general applied to both parallel and perspective projections, using regular and irregular volume datasets. Our experimental results showed that the proposed method can significantly accelerate volume rendering if the data volume has a high percentage of occluded voxels. This method can also perform fairly efficiently for the expensive shading calculations if requested in volume rendering.


2013 ◽  
Vol 846-847 ◽  
pp. 1247-1251
Author(s):  
Li Peng Liu ◽  
Yong Xiong Sun ◽  
Tie Jun Guan ◽  
Li Ping Huang

Ray casting algorithm is a kind of widely used volume rendering algorithm in the field of medical 3D reconstruction. One of the greatest advantages of it is the high rendering quality, while the rendering speed is rather low. In order to accelerate the rendering speed, in this paper, it proposed an accelerated ray casting algorithm which is based on the proximate cloud algorithm, combined with empty voxel leaping and fast interpolation. Meanwhile, it also analyzed the complexity of computing to significantly enhance the speed of the algorithm on volume rendering.


2013 ◽  
Vol 811 ◽  
pp. 575-580
Author(s):  
Dong Hai Ji ◽  
Yan Jun Peng ◽  
Wen Juan Wang

Volume rendering is an important visualization technique that can accurately display the interior information of data. The Ray-casting algorithm is simple and easy to realize, which often apply to area needs high quality resulting image. The new algorithm in this paper uses a spherical bounding box to remove useless rays, an adjustable threshold to skip the empty voxels and avoid unnecessary interpolation computing. To further accelerate the rendering speed, an adjustable error is set to change interpolation types. Experiment proves that the new algorithm effectively accelerates the rendering speed and guarantees the rendering quality.


2019 ◽  
Vol 28 (1) ◽  
pp. 77-86 ◽  
Author(s):  
R. Mehaboobathunnisa ◽  
A.A. Haseena Thasneem ◽  
M. Mohamed Sathik

Abstract The traditional ray casting algorithm has the capability to render three-dimensional volume data in the viewable two-dimensional form by sampling the color data along the rays. The speed of the technique relies on the computation incurred by the huge volume of rays. The objective of the paper is to reduce the computations made over the rays by eventually reducing the number of samples being processed throughout the volume data. The proposed algorithm incorporates the grouping strategy based on fuzzy mutual information (FMI) over a group of voxels in the conventional ray casting to achieve the reduction. For the data group, with FMI in a desirable range, a single primary ray is cast into the group as a whole. As data are grouped before casting rays, the proposed algorithm reduces the interpolation calculation and thereby runs with lesser complexity, preserving the image quality.


2014 ◽  
Vol 610 ◽  
pp. 722-728 ◽  
Author(s):  
Jian Jun Xiang ◽  
Fei Deng ◽  
Tian Xin Ning

Volume rendering is a kind of important technology of 3D data volume rendering, which can display the internal structures and the shapes of the data cubes more vividly than the surface rendering and the technique for surface extraction from a volume. However, volume rendering algorithm is very complex, in order to solve the efficient problem of volume rendering of massive data,this paper introduces the real-time volume rendering technology which is based on GPU acceleration, and puts forward a method of fast hybrid volume rendering based on FBO to solve the problem that the data and the conventional primitives can be rendered on the same screen. At present, this method has been applied to the three-dimensional geological interpretation of comprehensive mapping system, which realizes that the three-dimensional attribute body and stratigraphy, fault surface can be shown at the same time, and improves the quality and efficiency of the interpretation work.


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