基于GPU的高质量交互式可视化技术研究
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摘要
近十年来,可视化技术成为科学研究的一个热点方向。随着医学影像技术的发展,迫切需要有效的可视化技术对海量体数据进行分析。由于体绘制技术可以真实地显示三维物体内部信息,逐渐成为主要的可视化手段。高质量的体绘制效果需要大量的运算,从而导致交互性能的严重下降,不能应用于许多对实时性要求较高的领域。同时,由于缺乏适合用于描述和建模真实物体内在特性的物理模型,绘制参数的选择和交互工具的设计对体绘制非常关键。本文重点研究基于通用图形处理器(GPU)的直接体绘制技术,力图在绘制的真实感与交互性能之间寻求一个良好的平衡,最终设计实现能够具有应用价值的可视化处理系统。本文的主要贡献包括以下四个方面:
     1.在体绘制的光照效果方面,利用GPU的可编程性提出了一种基于per-pixel光照的体绘制算法。在绘制过程中使用归一化梯度对每个像素实时计算光照贡献,明显改善了绘制的明暗效果,在一个绘制通道中完成所有绘制过程,得到可交互的高质量绘制结果。
     2.在体绘制的传递函数设计方面,利用GPU的纹理特性提出了一种基于空间信息的交互式多维传递函数设计算法。在传递函数中根据体数据值和位置信息对局部空间区域指定绘制参数,并将整个绘制过程映射到GPU上,实现了对数据场中感兴趣区域的自由绘制。
     3.在体数据的交互式分析方面,利用图像分割理论根据组织结构对数据场分类,提出了一种基于组织分割的多物体混合体绘制算法。在GPU的像素处理阶段完成对分割物体的独立绘制,实现了数据场中不同物体结构的快速分析。另外,利用体素的空间位置完成数据场区域分类,提出了一种基于空间区域标识的交互式体切割算法。绘制中GPU的并行处理能力提高了切割操作的实时性,实现了对数据场中任意区域隐藏信息的分析。
     4.在大规模数据场实时绘制方面,充分利用GPU资源,提出了一种基于动态纹理载入的实时体绘制算法。通过分块绘制的方式改进绘制流程,图形硬件中仅存储一部分体数据,并在绘制中实时计算梯度,减少纹理内存的占用,在普通PC平台上实现了大规模数据场的高质量实时体绘制。
The techniques for volume visualization have been one of the active topics over the last decade. With rapid progress of modern medicine, larger and larger scale volumetric datasets demand on more effective and efficient visualization algorithms. Recently, surface extraction techniques are gradually taken placed by direct volume rendering, which can visualize the volumetric information with a semitransparent realistic effect. There are two challenges on direct volume rendering. Firstly, due to the high computational expense of accurate ray integration, high quality image and optimized performance can not be obtained simultaneously. Secondly, the complexity of the volumetric dataset often increases the difficulty on the efficient volume analysis. In this thesis, we focus on the techniques of GPU (Graphics Processing Unit) based volume rendering. We propose to seek for a tradeoff between the realistic effects and interactive performance. The main contributions of this thesis are listed in the following four respects:
     1. Volume Shading: We propose a novel algorithm for texture-based volume rendering based on the per-pixel shading which can improve the rendering quality greatly. The pixel-wise accurate shading is produced for the arbitrary and dynamically changing directional light source using the normalized gradient during the lighting. Furthermore, the flexible GPU functionality is utilized to enable fast data loading and interactive rendering.
     2. Transfer Function Design: We propose a mechanism to induce interactive spatial multi-dimensional transfer functions, which can assign color and opacity to the volume based not only on the scalar intensity of the dataset but also on the position of voxels. The proposed technique is implemented by the GPU texture functionality to enable interactively select and explore regions of the volumetric dataset.
     3. Data-Centered Volume Analysis and Rendering: To distinguish the data structures efficiently, we propose a multi-object hybrid volume rendering algorithm based on image segmentation. The effect volume analysis is archived by data classification. The proposed technique is implemented on the GPU pixel processor to provide the reasonable performance. Moreover, an efficient interactive volume clipping method based on the dataset region marking is proposed to expose the hidden important information. The proposed technique is integrated into the graphics hardware to accelerate volume rendering.
     4. Rendering Pipeline: We propose a modified pipeline to load the dataset dynamically, and reside only one data brick on texture memory during the rendering. The method is very efficient for rendering large-scale volumetric dataset interactively on general purpose PCs. Using the GPU as a co-processor, the gradient is estimated on the fly to avoid the memory consumption.
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