My thesis is that isosurfaces
can be displayed
with realistic illumination
at interactive rates
on a typical PC.
I present a method for applying global illumination to
interactively created isosurfaces,
using a physically based lighting model,
with a negligible increase in the time required to render the isosurfaces.
The result is convincing shading that is easy to interpret by
the human visual system, including features such as
soft shadows, inter-reflection, caustics, and color bleeding.
This is achieved by solving the rendering equation
for all isosurfaces within the volume,
storing the solutions in a 3D texture, and then
texture mapping the result onto a polygonal
approximation of the isosurface. This process is
called ``heightfield rendering''.
Title | Precomputed Global Illumination of Isosurfaces |
Status | Successfully defended on 7/26/05. |
Log | here |
Downloads |
Thesis (PDF, 112 pages, 5.6 MB) Presentation (Powerpoint, 50 slides, 13 MB) |
Code | pane4D-1.19.tar.gz |
Here are two before and after comparisons of visualizations of 3D scalar data. The dataset on the left is a MRI of a brain from McGill University, and has resolution 217x217x217, with a texture precomputation time of 90 minutes. The dataset on the right is a scan of living mouse neuron from Debra Fadool and Wilfredo Blanco at Florida State University, with resolution of 150x150x150. Here illumination texture required 77 minutes to precompute. In both cases the added time to apply the illumination after arbitrary isosurface extraction was about 10 milliseconds.
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![]() After |
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The images below are from a ceramic dataset of resolution 100x100x100. Since both sides of the isosurface are often visible, two textures were created: one for each side of the isosurface. Texture precomputation required about 2 hours on an 8 processor SGI prism.
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![]() After |
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Here are two more datasets. On the left is a MRI scan of a human head from the Stanford volume data archive, with a resolution of 256x256x109. The time to compute the 3D texture containing the illumination was 4.3 hours on a dual Xeon 3.0 GHz.
![]() Before |
![]() After |
![]() Before |
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![]() Nucleons, 35 MB |
![]() Laser Assisted Partical Removal, 14 MB |
![]() Neuron, 25 MB |
![]() Brain, 22 MB |
![]() Direct isosurface rendering Dataset from Department of Radiology, University of Iowa |
I also implemented photon mapping in two dimensions (2D), for illustration purposes in my thesis. In this "flattened" light transport, light remains within the same 2D plane as it is emitted (except for a final bounce to the camera so that it may be viewed from any angle). To do this I had to come up with a 2D emittance distribution for both the direct illumination calculation and photon emission, 2D reflection capabilities including a 2D brdf and 2D photon scattering, a 2D irradiance estimate (new) for estimating the irradiance using the photon map, and a 2D final gather.
The following images demonstrate the differences of 2D lighting versus ordinary 3D lighting. The most noticable difference, shown in the bottom right image for the 2D case, is the prominent shadows and colored indirect illumination in the shadow regions. These shadows are pronounced because the light, which extends from the floor to the ceiling, is unable to shine over the bumps into the regions behind them, since 2D light cannot flow up or down. As a result, these regions only receive indirect light which has a colored cast, an example of color bleeding.
![]() Ordinary light, emitting and scattering in 3D. |
![]() Bump box rendered with ordinary 3D light. |
|
![]() "Flattened" light, emitting and scattering in 2D. |
![]() Bump box rendered with "flattened" 2D light. |
Top row: 3D light.
Bottom row: 2D light.
Advisor | David C. Banks | banks![]() |
Outside Committee Member | Mark Sussman | sussman![]() |
Committee Member | Xiuwen Liu | liux![]() |
This research was supported by the SCS Visualization Laboratory and by NSF Grants #0083898 and #0430954. |