“Vox-Cells: Voxel-based Visualization Of Volume Data For Enhanced Understanding And Exploration In Virtual Reality (VR)” by Hughes, Strong and McGhee

  • ©Rowan T. Hughes, Campbell Strong, and John B. McGhee

Conference:


Type(s):


Entry Number: 30

Title:

    Vox-Cells: Voxel-based Visualization Of Volume Data For Enhanced Understanding And Exploration In Virtual Reality (VR)

Presenter(s)/Author(s):



Abstract:


    We present Vox-Cells, a volume visualization framework designed for real-time volume investigation and exploration. We seek to treat data as a first-class citizen with a 1:1 relationship between the data and its corresponding representation. CPU-GPU transfer is minimized, and novel approaches to volume construction and lighting are explored in order to maximize performance for deployment on consumer grade Virtual Reality (VR) Head-mounted displays (HMD).

References:


    • Andrew Corcoran, Niall Redmond, and John Dingliana. 2010. Perceptual Enhancement of Two-level Volume Rendering. Comput. Graph. 34, 4 (Aug. 2010), 388–397. https: //doi.org/10.1016/j.cag.2010.03.014 
    • Robert A. Drebin, Loren Carpenter, and Pat Hanrahan. 1988. Volume Rendering. In Proceedings of the 15th Annual Conference on Computer Graphics and Interactive Techniques (SIGGRAPH ’88). ACM, New York, NY, USA, 65–74. https://doi.org/10. 1145/54852.378484 Thomas Kroes, Frits H. Post, and Charl P. Botha. 2012. Exposure Render: An Interactive Photo-Realistic Volume Rendering Framework. PLOS ONE 7, 7 (07 2012), 1–10. https://doi.org/10.1371/journal.pone.0038586 
    • Patric Ljung, Jens Krüger, Eduard Gröller, Markus Hadwiger, Charles D. Hansen, and Anders Ynnerman. 2016. State of the Art in Transfer Functions for Direct Volume Rendering. In Proceedings of the Eurographics / IEEE VGTC Conference on Visualization: State of the Art Reports (EuroVis ’16). Eurographics Association, Goslar Germany, Germany, 669–691. https://doi.org/10.1111/cgf.12934 
    • William E. Lorensen and Harvey E. Cline. 1987. Marching Cubes: A High Resolution 3D Surface Construction Algorithm. SIGGRAPH Comput. Graph. 21, 4 (Aug. 1987), 163–169. https://doi.org/10.1145/37402.37422 
    • Alex Mendez-Feliu and Mateu Sbert. 2009. From Obscurances to Ambient Occlusion: A Survey. Visual Computing 25, 2 (Jan. 2009), 181–196. https://doi.org/10.1007/ s00371-008-0213-4 
    • Ken Museth. 2013. VDB: High-resolution Sparse Volumes with Dynamic Topology. ACM Trans. Graph. 32, 3, Article 27 (July 2013), 22 pages. https://doi.org/10.1145/ 2487228.2487235 Stanislav Pidhorskyi, Michael Morehead, Quinn Jones, George Spirou, and Gianfranco Doretto. 2018. syGlass: Interactive Exploration of Multidimensional Images Using Virtual Reality Head-mounted Displays. (04 2018). 
    • Tobias Ritschel, Carsten Dachsbacher, Thorsten Grosch, and Jan Kautz. 2012. The State of the Art in Interactive Global Illumination. Comput. Graph. Forum 31, 1 (Feb. 2012), 160–188. https://doi.org/10.1111/j.1467-8659.2012.02093.x 
    • Tobias Ritschel, Thorsten Grosch, and Hans-Peter Seidel. 2009. Approximating Dynamic Global Illumination in Image Space. In Proceedings of the 2009 Symposium on Interactive 3D Graphics and Games (I3D ’09). ACM, New York, NY, USA, 75–82. https://doi.org/10.1145/1507149.1507161

PDF:



Overview Page: