Splatting Jian Huang, CS 594, Spring 2002 This set of slides reference slides made by Ohio State University alumuni over the past several years. Volumetric Ray Integration color opacity 1.0 object (color, opacity) Splatting • • • • • Lee Westover - Vis 1989; SIGGRAPH 1990 Object order method Front-To-Back or Back-To-Front Original method - fast, poor quality Many many improvements since then! – – – – – Crawfis’93: textured splats Swan’96, Mueller’97: anti-aliasing Mueller’98: image-aligned sheet-based splatting Mueller’99: post-classified splatting Huang’00: new splat primitive: FastSplats Splatting • Volume = field of 3D interpolation kernel – One kernel at each grid voxel • Each kernel leaves a 2D footprint on screen – Voxel contribution = footprint ·(C, opacity) • Weighted footprints accumulate into image voxel kernels screen footprints = splats screen Splatting • Volume = field of 3D interpolation kernel – One kernel at each grid voxel • Each kernel leaves a 2D footprint on screen – Voxel contribution = footprint ·(C, opacity) • Weighted footprints accumulate into image voxel kernels screen footprints = splats screen Splatting • Volume = field of 3D interpolation kernel – One kernel at each grid voxel • Each kernel leaves a 2D footprint on screen – Voxel contribution = footprint ·(C, opacity) • Weighted footprints accumulate into image voxel kernels screen footprints = splats screen Splatting • Volume = field of 3D interpolation kernel – One kernel at each grid voxel • Each kernel leaves a 2D footprint on screen – Voxel contribution = footprint ·(C, opacity) • Weighted footprints accumulate into image voxel kernels screen footprints = splats screen Ray-casting - revisited Interpolation kernel volumetric compositing color c = c s s(1 - ) + c opacity = s (1 - ) + 1.0 object (color, opacity) Ray-casting - revisited • (ideally) we would reconstruct the continuous volume (cloud) using the interpolation kernel h: f r (v ) h(v vk ) f (vk ) k • the we would compute the analytic integral along a ray r: (hey! Which optical model is this equation??) I ( p) f r ( p r )dr h p r vk f vk dr k • this can only be approximated by discretization Splatting - principal idea • This last equation I ( p) h p r vk f vk dr k • can be rewritten in the following way: I ( p) f vk h p r vk dr k Splatting Kernel or “Splat” Which can be computed analytically: known as footprint Splat ( x, y ) hx, y, z dz Footprint Extent Approximate the 3D kernel (h(x,y,z))extent by a sphere Footprint Table A popular kernel is a three-dimensional Gaussian (radially symmetric) As 1D integration of 3D Gaussian is still a 2D Gaussian – we can just skip the Z integration and evaluate the Gaussian function on 2D image space after voxel projection Generic footprint table preprocessing View-dependent footprint It is possible to transform a sphere kernel into A ellipsoid • The projection of an ellipsoid is an ellipse • We need to transform the generic footprint table to the ellipse View-dependent footprint (2) Example Footprint at Different Resolutions Footprint - principal idea • Draw each voxel as a cloud of points (footprint) that spreads the voxel contribution across multiple pixels. • Larger footprint -> larger spatial kernel extent -> lower frequency components -> more blurring – Large pixel/voxel ratio Rendering a Splat • Use texture mapping hardware to resample footprint table (either single density channel or separate classified r,g,b,a channels) • Or, use FastSplats to render each splat as a graphics primitive of itself Splatting - efficiency • “footprint” - splatted (integrated) kernel • if interpolation kernel is isotropic (spherical) then its footprint is independent of the view point (for orthographic viewing) • for perspective - footprint can be approximated with an ellipse • Hence, for common cases, we can pre-integrate it (efficient!) • for perspective projection, to approximate, we have to compute the orientation of the ellipse Splatting - Highlights • Footprints can be pre-integrated – fast voxel projection • Advantages over ray-casting: – – – – Fast: voxel interpolation is in 2D on screen More accurate integration (analytic for X-ray) More accurate reconstruction (afford better kernels) Only relevant voxels must be projected Early Implementation – Axis Aligned Splatting • Voxel kernels are added within axis-aligned sheets • Sheets are composited front-to-back • Sheets = volume slices most perpendicular to the image plane volume slices volume slices z y x image plane at 30° image plane at 70° Early Implementation – Axis Aligned Splatting • Volume volume slices sheet buffer image plane compositing buffer Early Implementation – Axis Aligned Splatting • Add voxel kernels within first sheet volume slices sheet buffer image plane compositing buffer Early Implementation – Axis Aligned Splatting • Transfer to compositing buffer volume slices sheet buffer image plane compositing buffer Early Implementation – Axis Aligned Splatting • Add voxel kernels within second sheet volume slices sheet buffer image plane compositing buffer Early Implementation – Axis Aligned Splatting • Composite sheet with compositing buffer volume slices sheet buffer image plane compositing buffer Early Implementation – Axis Aligned Splatting • Add voxel kernels within third sheet volume slices sheet buffer image plane compositing buffer Early Implementation – Axis Aligned Splatting • Composite sheet with compositing buffer volume slices sheet buffer image plane compositing buffer What Doesn’t Work? • Mathematically, the early splatting methods only work for Xray type of rendering, where voxel ordering is not important – Bad approximation for other types of optical models • Object ordering is important in volume rendering, front objects hide back objects – need to composite splats in proper order, else we get bleeding of background objects into the image (color bleeding!) • Axis- aligned approach add all splats that fall within a volume slice most parallel to the image plane, composite these sheets in front- to- back order – Incorrect accumulating on axis-aligned face cause popping • A better approximation with Riemann sum is to use the imagealigned sheet-based approach Problems Early Implementation – Axis Aligned Splatting • In-accurate compositing, result in color bleeding and popping artifacts (Demo)! Part of this voxel gets composited before part of this voxel Image-Aligned Sheet-Buffer • Slicing slab cuts kernels into sections • Kernel sections are added into sheet-buffer • Sheet-buffers are composited sheet buffer image plane compositing buffer Image-Aligned Sheet-Buffer • Slicing slab cuts kernels into sections • Kernel sections are added into sheet-buffer • Sheet-buffers are composited sheet buffer image plane compositing buffer Image-Aligned Sheet-Buffer • Slicing slab cuts kernels into sections • Kernel sections are added into sheet-buffer • Sheet-buffers are composited sheet buffer image plane compositing buffer Image-Aligned Sheet-Buffer • Slicing slab cuts kernels into sections • Kernel sections are added into sheet-buffer • Sheet-buffers are composited sheet buffer image plane compositing buffer Image-Aligned Sheet-Buffer • Slicing slab cuts kernels into sections • Kernel sections are added into sheet-buffer • Sheet-buffers are composited sheet buffer image plane compositing buffer Image-Aligned Sheet-Buffer • Slicing slab cuts kernels into sections • Kernel sections are added into sheet-buffer • Sheet-buffers are composited sheet buffer image plane compositing buffer Image-Aligned Sheet-Buffer • Slicing slab cuts kernels into sections • Kernel sections are added into sheet-buffer • Sheet-buffers are composited sheet buffer image plane compositing buffer Image-Aligned Splatting • Note: We need an array of footprint tables now. A separate footprint table for each slice of the 3D reconstruction kernel. Volume Rendering Pipeline: Two Variations Volume Rendering Pipeline: Two Variations IASB Splatting • No popping or color bleeding • Sharp, noise-free images Occlusion Culling • A voxel is only visible if the volume material in front is not opaque screen occluded voxel: does not pass visibility test wall of occluding voxels occlusion map = opacity image Visibility Test Based on SAT of Occlusion Buffer • Compute occlusion map after each sheet • Cull both individual voxel and voxel sets with a summed area table of occlusion map Do not project Project opacity threshold occlusion map opacity < threshold opacity = 0 Occlusion Culling • Build a summed area table (SAT) from the opacity buffer • To test whether a rectangular region is opaque or not, check the four corners • Can cull voxel sets directly Anti-aliasing • Needed to preserve small features • Needed for the diverging rays in perspective • In splatting, resize the footprint according to depth Aliased anti-aliased Motion Blur • Stretch the reconstruction kernel in the direction of movement. • Stretch the splat footprint in the direction of the projected movement (2D). Camera Depth-of-Field • Two possible approaches: – Low-pass filter the splats – Low-pass filter the sheets Plain with Depth-of-Field Procedural Textures • Easily done with pre-coloring • Per-pixel Bump-Mapping • If calculating the normal per-pixel, we can modulate it to achieve bump mapping. Per-pixel Classification • Per-pixel classification can be based on gray scale, position, gradient, or ... 7.25 sec 9.41 sec (procedural) 7.99 sec Scan-Converting A Splat • Scan-convert an arbitrary-size radially symmetric 2D function centered at arbitrary position – circular or elliptical • Texture mapping hardware is not the solution • We want a hardware accelerated splat or point primitive Fast Splats FastSplat • We desire – fast scan conversion – minimum or controllable errors – compact storage – simple integer operation FastSplats 1D Linear 1D Squared 2D 1D with Radius Look Up Table (RLUT) 1D Linear, 1D Squared FastSplats • On the radial line 1D Linear FastSplat, indexed by rx,y rx,y 1D Squared FastSplat, indexed by r2x,y (x,y) (x+1,y) (xo,yo) 1D Squared FastSplat (Elliptical) • For elliptical kernels, if we define a canonical radius: • The incremental scan-conversion still works at the same low cost FastSplats 1D Linear 1D Squared 2D • 1D with Radius Look Up Table (RLUT) 2D FastSplat (BitBlt,VoxBlt) • No run-time computation Pre-rasterized footprint with center at (xo,yo), radius r Pre-rasterized footprints for all possible center positions, radius r Snap splat center to a k by k subpixel grid 2D FastSplats • No run-time computation Pre-rasterized footprints for all possible center positions, for all possible radii Snap splat center to a k by k subpixel grid Allow for a set of radius values 2D FastSplats (2) • The storage need: • When storage is limited, the quality is limited too • [Mora’00], similar FastSplats 1D Linear 1D Squared 2D • 1D with Radius Look Up Table (RLUT) 1D RLUT FastSplat • For hardware, we need finer parallelism than scan-line 1D FastSplat with RLUT RLUT 1D FastSplat with RLUT • At a k by k subpixel precision 1D FastSplat with RLUT • At a k by k subpixel precision 1D FastSplat with RLUT • At a k by k subpixel precision 1D FastSplat with RLUT • At a k by k subpixel precision 1D FastSplat with RLUT • At a k by k subpixel precision 1D FastSplat with RLUT • At a k by k subpixel precision 1D FastSplat with RLUT • At a k by k subpixel precision 1D FastSplat with RLUT • At a k by k subpixel precision 1D FastSplat with RLUT • At a k by k subpixel precision 1D FastSplat with RLUT • At a k by k subpixel precision 1D FastSplat with RLUT • At a k by k subpixel precision 1D FastSplat with RLUT • At a k by k subpixel precision 1D FastSplat with RLUT • At a k by k subpixel precision 1D FastSplat with RLUT • At a k by k subpixel precision 1D FastSplat with RLUT • At a k by k subpixel precision 1D FastSplat with RLUT • At a k by k subpixel precision 1D FastSplat with RLUT • k by k subpixel precision 1D FastSplat with RLUT x or y offset • Due to symmetry, the RLUT set for x component is the k same as the RLUT set for the y component • one RLUT set splat_extent – k 1D tables – each of splat_extent length k k Comparisons Among the FastSplats • 1D Linear: very accurate, compact, slow • 1D Squared: accurate, compact, fast • 1D RLUT: accurate, compact, intended for hardware • 2D FastSplat: can be very fast, accurate and compact under constrained conditions