Herarchical splatting of scattered data

M. Hopf, T. Ertl
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引用次数: 67

Abstract

Numerical particle simulations and astronomical observations create huge data sets containing uncorrelated 3D points of varying size. These data sets cannot be visualized interactively by simply rendering millions of colored points for each frame. Therefore, in many visualization applications a scalar density corresponding to the point distribution is resampled on a regular grid for direct volume rendering. However, many fine details are usually lost for voxel resolutions which still allow interactive visualization on standard workstations. Since no surface geometry is associated with our data sets, the recently introduced point-based rendering algorithms cannot be applied as well. In this paper we propose to accelerate the visualization of scattered point data by a hierarchical data structure based on a PCA clustering procedure. By traversing this structure for each frame we can trade-off rendering speed vs. image quality. Our scheme also reduces memory consumption by using quantized relative coordinates and it allows for fast sorting of semi-transparent clusters. We analyze various software and hardware implementations of our renderer and demonstrate that we can now visualize data sets with tens of millions of points interactively with sub-pixel screen space error on current PC graphics hardware employing advanced vertex shader functionality.
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分散数据的分层飞溅
数值粒子模拟和天文观测产生了巨大的数据集,其中包含不同大小的不相关的3D点。这些数据集不能通过简单地为每帧渲染数百万个彩色点来交互式地可视化。因此,在许多可视化应用中,点分布对应的标量密度在规则网格上重新采样以进行直接体绘制。然而,体素分辨率通常会丢失许多细节,这仍然允许在标准工作站上进行交互式可视化。由于没有与我们的数据集相关联的表面几何,最近引入的基于点的渲染算法也不能应用。本文提出了一种基于主成分分析聚类过程的分层数据结构来加速散乱点数据的可视化。通过对每一帧遍历这个结构,我们可以权衡渲染速度和图像质量。我们的方案还通过使用量化的相对坐标减少了内存消耗,并允许对半透明簇进行快速排序。我们分析了我们的渲染器的各种软件和硬件实现,并证明我们现在可以使用先进的顶点着色器功能,在当前PC图形硬件上与亚像素屏幕空间错误交互地可视化具有数千万点的数据集。
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