IEEE Visualization 2004 Contest Entry
User Friendly Volume Data Set Exploration in the Cave
Authors
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Jürgen P. Schulze and
Andrew S. Forsberg
Department of Computer Science
Brown University, Providence, RI
Contest Entry Visualization System
We are presenting an interactive visualization system for the exploration of volume data like the contest's hurricane data sets in a CAVE-like immersive virtual environment. We use an immersive environment because we hypothesize that head-tracked stereo viewing gives better sense of 3D features. Data fusion is possible in a variety of ways: up to four independent variables can be shown in a single image, time dependent data can be shown as real-time animations, and multiple data sets can be displayed concurrently. We used this system with the hurricane data sets provided for the contest. All visualizations can be viewed and interacted with in real-time. The focus of our work is on the user interface and real-time interaction. We did not approach issues of large data sets like out-of-core rendering or parallelization.
We developed the software for Brown University's Cave. Our Cave is 8-foot cubed with projection screens on three walls and the floor. It is driven by four Dell PCs with synchronized Nvidia Quadro 3000g graphics boards for time-sequential stereo.
The virtual reality system we used for the contest has been developed in 2003 and 2004 by Jürgen Schulze and Andrew Forsberg at Brown University in Providence, RI. It is based on the volume rendering library Virvo, which Jürgen Schulze developed from 1999 to 2003 at the University of Stuttgart in Germany. More information about the Virvo can be found here.
Criterion 1: Interactivity
Our visualization system runs at interactive frame rates of about 10+ fps, except when a new data set is loaded from disk. Other interactions like navigation, changes of the transfer functions, resizing, region of interest mode, and clipping planes happen without a noticeable delay. The data sets are displayed using texture based direct volume rendering. Modifications of transfer functions and gamma values require graphics hardware support for fragment shaders. Our rendering cluster consists of four Dell PCs with dual 3.0 GHz Pentium CPUs and 1 GB RAM, as well as Nvidia Quadro 3000g graphics boards. The four walls of the Cave have 1024x768 pixels each and are rendered in stereo, wall is driven by one PC. We are using a color depth of 24 bit.
The frame rate our software runs at depends mainly on how much screen space the data sets take up, i.e., how many fragments are being rasterized—the rendering speed is limited by the pixel fill rate. The data set reconstruction quality can be specified by the user from within the Cave, which in turn determines the rendering speed.
Our system loads floating point data sets, but converts them to 8 bit integers before transferring them to the graphics card. We can store up to four data values in each voxel, so that each voxel occupies 32 bits of graphics memory. The mapping from floating point to integer values can be specified from within the Cave. Changes of this mapping require an update of the data set in graphics memory, which may take a few seconds.
Single time steps of the hurricane data can be loaded onto the graphics card completely (500 x 500 x 100 voxels). To play animations of all 48 time steps we down sampled the data sets to 128 x 128 x 100 voxels in a separate process off-line.
Criterion 2: Exploratory Support
Our system offers the following software tools for interactive exploration:
- Concurrent display of multiple data sets for comparisons: See screen shots below.
- Region of interest: See screen shots below.
- Clipping plane: See screen shots below.
- Markers: See screen shots below.
- Color and alpha transfer functions:
In data sets with only one scalar variable, the color mapping and the mapping from scalar values to opacity can be changed with two dials and a button on the icon wall (see screen shots). Changes are immediately visible because we are using a pixel shader. - Gamma values:
In multi-value data sets with up to three components the values are mapped to red, green, and blue, respectively. Gamma dials on the icon wall allow interactive changes of each color component's intensity. Again, this is a real-time change due to a pixel shader. - Fourth data channel:
If four variables are being rendered, the color of the fourth channel can be set with three dials on the icon wall. This is also a real-time operation thanks to a pixel shader. - Reconstruction mode:
Using a check box on the icon wall, the user can change between alpha blending and maximum intensity projection (MIP). MIP gives a fast overview about regions of different intensity in the data set, which might not immediately be apparent in alpha blending mode, while alpha blending gives a more realistic representation of a translucent object. - Pointer:
An optional laser pointer with a red tip can be used to discuss specific features of a data set. This is useful if more than one scientist explore data sets in the Cave and it is important to point out fine detail. - Data value zoom:
The mapping of floating point data values to integers, which is required by our graphics hardware, can be done from within the Cave. This allows the exploration of narrow regions of data values and acts as a zoom function in the data domain.
Criterion 3: Multiple Characteristics
Additional Comments
The Cave software runs either on the 4-node rendering cluster, or a 48-node cluster. Unfortunately, our 48-node cluster has outdated graphics cards that do not support pixel shaders so while it provides higher frame rates, the complete functionality of our system is not available yet. We hope to upgrade this system in the near future.