|
| This Article | ||
| ||
| Share | ||
| Bibliographic References | ||
| Add to: | ||
| | ||
| Search | ||
| ||
| ASCII Text | x | ||
| Matthias Zwicker, Hanspeter Pfister, Jeroen van Baar, Markus Gross, "EWA Splatting," IEEE Transactions on Visualization and Computer Graphics, vol. 8, no. 3, pp. 223-238, July-September, 2002. | |||
| BibTex | x | ||
| @article{ 10.1109/TVCG.2002.1021576, author = {Matthias Zwicker and Hanspeter Pfister and Jeroen van Baar and Markus Gross}, title = {EWA Splatting}, journal ={IEEE Transactions on Visualization and Computer Graphics}, volume = {8}, number = {3}, issn = {1077-2626}, year = {2002}, pages = {223-238}, doi = {http://doi.ieeecomputersociety.org/10.1109/TVCG.2002.1021576}, publisher = {IEEE Computer Society}, address = {Los Alamitos, CA, USA}, } | |||
| RefWorks Procite/RefMan/Endnote | x | ||
| TY - JOUR JO - IEEE Transactions on Visualization and Computer Graphics TI - EWA Splatting IS - 3 SN - 1077-2626 SP223 EP238 EPD - 223-238 A1 - Matthias Zwicker, A1 - Hanspeter Pfister, A1 - Jeroen van Baar, A1 - Markus Gross, PY - 2002 KW - Rendering systems KW - volume rendering KW - texture mapping KW - splatting KW - antialiasing. VL - 8 JA - IEEE Transactions on Visualization and Computer Graphics ER - | |||
In this paper, we present a framework for high quality splatting based on elliptical Gaussian kernels. To avoid aliasing artifacts, we introduce the concept of a resampling filter, combining a reconstruction kernel with a low-pass filter. Because of the similarity to Heckbert's EWA (elliptical weighted average) filter for texture mapping, we call our technique EWA splatting. Our framework allows us to derive EWA splat primitives for volume data and for point-sampled surface data. It provides high image quality without aliasing artifacts or excessive blurring for volume data and, additionally, features anisotropic texture filtering for point-sampled surfaces. It also handles nonspherical volume kernels efficiently; hence, it is suitable for regular, rectilinear, and irregular volume datasets. Moreover, our framework introduces a novel approach to compute the footprint function, facilitating efficient perspective projection of arbitrary elliptical kernels at very little additional cost. Finally, we show that EWA volume reconstruction kernels can be reduced to surface reconstruction kernels. This makes our splat primitive universal in rendering surface and volume data.
[1] L. Westover, “Interactive Volume Rendering,” Proc. Chapel Hill Workshop Volume Visualization, C. Upson, ed., pp. 9-16, May 1989.
[2] L. Westover,“Footprint evaluation for volume rendering,” Proc. SIGGRAPH’90 (Dallas, Texas, Aug. 6-10, 1990). In Computer Graphics, vol. 24, no. 4, pp. 367-376, 1990.
[3] M. Levoy et al., "The Digital Michelangelo Project: 3D Scanning of Large Statues," Proc. Siggraph 2000, ACM Press, New York, 2000.
[4] H. Hoppe, T. DeRose, T. Duchamp, J. McDonald, and W. Stuetzle, “Surface Reconstruction from Unorganized Points,” Proc. SIGGRAPH '92, pp. 71-78, 1992.
[5] B. Curless and M. Levoy, “A Volumetric Method for Building Complex Models from Range Images,” Proc. SIGGRAPH '96, pp. 303-312, 1996.
[6] S. Rusinkiewicz and M. Levoy, "QSplat: A Multiresolution Point Rendering System for Large Meshes," Proc. Siggraph 2000, ACM Press, New York, 2000, pp. 343-352.
[7] J.P. Grossman and W. Dally, “Point Sample Rendering,” Rendering Techniques '98, pp. 181-192, July 1998.
[8] H. Pfister, M. Zwicker, J. van Baar, and M. Gross, Surfels: Surface Elements as Rendering Primitives Proc. ACM SIGGRAPH, pp. 359-376, 1983.
[9] P. Heckbert, “Fundamentals of Texture Mapping and Image Warping,” MS thesis, Dept. of Electrical Eng. and Computer Science, Univ. of California at Berkeley, June 1989.
[10] N. Greene and P. Heckbert, “Creating Raster Omnimax Images from Multiple Perspective views Using the Elliptical Weighted Average Filter,” IEEE Computer Graphics and Applications, vol. 6, no. 3, pp. 21-27, June 1986.
[11] K. Mueller and R. Crawfis, “Eliminating Popping Artifacts in Sheet Buffer-Based Splatting,” Proc. IEEE Visualization '98, pp. 239-246, Oct. 1998.
[12] A. Van Gelder and K. Kim, “Direct Volume Rendering with Shading via Three-Dimensional Textures,” Proc. ACM/IEEE Symp. Volume Visualization, pp. 23-30, Oct. 1996.
[13] B. Cabral, N. Cam, and J. Foran, “Accelerated Volume Rendering and Tomographic Reconstruction Using Texture Mapping Hardware,” Proc. 1994 Symp. Volume Visualization, pp. 91-98, 1994.
[14] K. Mueller and R. Yagel, “Fast Perspective Volume Rendering with Splatting by Utilizing a Ray-Driven Approach,” Proc. IEEE Visualization '96, pp. 65-72, Oct. 1996.
[15] D. Laur and P. Hanrahan, Hierarchical Splatting: A Progressive Refinement Algorithm for Volume Rendering Proc. ACM SIGGRAPH, pp. 285-288, 1991.
[16] L. Lippert and M.H. Gross, “Fast Wavelet Based Volume Rendering by Accumulation of Transparent Texture Maps,” Computer Graphics Forum, vol. 14, no. 3, pp. 431-444. Aug. 1995.
[17] X. Mao, “Splatting of Non Rectilinear Volumes through Stochastic Resampling,” IEEE Trans. Visualization and Computer Graphics, vol. 2, no. 2, pp. 156-170. June 1996.
[18] J.E. Swan et al., "An Anti-Aliasing Technique for Splatting," Proc. Visualization 97, IEEE Press, 1997, pp. 197-204.
[19] K. Mueller, T. Moeller, J.E. Swan, R. Crawfis, N. Shareef, and R. Yagel, “Splatting Errors and Antialiasing,” IEEE Trans. Visualization and Computer Graphics, vol. 4, no. 2, pp. 178-191, Apr.-June 1998.
[20] M. Levoy and T. Whitted, “The Use of Points as Display Primitives,” Technical Report TR 85-022, Dept. of Computer Science, Univ. of North Carolina at Chapel Hill, 1985.
[21] W.R. Mark, L. McMillan, and G. Bishop, "Post-Rendering 3D Warping," M. Cohen and D. Zeltzer, eds., Proc. 1997 Symp. Interactive 3D Graphics, ACM Press, New York, 1997, pp. 7-16.
[22] J. Shade, S. Gortler, L.-W. He, and R. Szeliski, “Layered Depth Images,” Proc. SIGGRAPH '98, pp. 231-242, 1998.
[23] M. Zwicker, H. Pfister, J. Van Baar, and M. Gross, “Surface Splatting,” Computer Graphics, SIGGRAPH 2001 Proc., July 2001.
[24] M. Zwicker et al., "EWA Volume Splatting," Proc. Visualization 01, IEEE Press, 2001, pp. 29-36.
[25] K. Mueller, T. Moeller, and R. Crawfis, “Splatting without the Blur,” Proc. 1999 IEEE Visualization Conf., pp. 363-370, Oct. 1999.
[26] C. Wittenbrink, T. Malzbender, and M. Goss, “Opacity-Weighted Color Interpolation for Volume Sampling,” Proc. IEEE Symp. Volume Visualization, pp. 431-444, Oct. 1998.
[27] J.T. Kajiya and B.P. Von Herzen, "Ray Tracing Volume Densities," Proc. Computer Graphics (SIGGRAPH '84), vol. 18, no. 3, pp. 165-174, July 1984.
[28] N. Max, "Optical Models for Direct Volume Rendering," IEEE Trans. Visualization and Computer Graphics, Vol. 1, No. 2, June 1995, pp. 99-108.
[29] P. Lacroute and M. Levoy, "Fast Volume Rendering Using a Shear-Warp Factorization of the Viewing Transformation," Proc. Siggraph 94, ACM Press, New York, pp. 451-458.
[30] M. Levoy, “Display of Surfaces from Volume Data,” IEEE Computer Graphics and Applications, vol. 8, no. 3, pp. 29-37, 1988.
[31] X. Mao, L. Hong, and A. Kaufman, “Splatting of Curvilinear Volumes,” IEEE Visualization '95 Proc., pp. 61-68, Oct. 1995.
[32] W. Schroeder, K. Martin, and B. Lorensen, The Visualization Toolkit, second ed. Prentice Hall, 1998.
[33] N. Jouppi and C. Chang, “$\big. {\bf z}^3\bigr.$: An Economical Hardware Technique for High-Quality Antialiasing and Transparency,” Proc. Eurographics/SIGGRAPH Workshop Graphics Hardware 1999, pp. 85-93, Aug. 1999.
[34] L. Carpenter, “The A-Buffer, an Antialiased Hidden Surface Method,” Computer Graphics, Proc. SIGGRAPH '84, vol. 18, no. 3, pp. 103-108, July 1984.

