Splatting Without The Blur
Abstract: Splatting is a volume rendering algorithm that combines
efficient volume projection with a sparse data representation: Only voxels
that have values inside the iso-range need to be considered, and these
voxels can be projected via efficient rasterization schemes. In splatting,
each projected voxel is represented as a radially symmetric interpolation
kernel, equivalent to a fuzzy ball. Projecting such a basis function leaves
a fuzzy impression, called a footprint or splat, on the screen. Splatting
traditionally classifies and shades the voxels prior to projection, and
thus each voxel footprint is weighted by the assigned voxel color and opacity.
Projecting these fuzzy color balls provides a uniform screen image for
homogeneous object regions, but leads to a blurry appearance of object
edges. The latter is clearly undesirable, especially when the view is zoomed
on the object. In this work, we manipulate the rendering pipeline of splatting
by performing the classification and shading process after the voxels have
been projected onto the screen. In this way, volume contributions outside
the iso-range never affect the image. Since shading requires gradients,
we not only splat the density volume, using regular splats, but we also
project the gradient volume, using gradient splats. However, alternative
to gradient splats, we can also compute the gradients on the projection
plane, using central differencing. This latter scheme cuts the number of
footprint rasterization by a factor of four, since only the voxel densities
have to be projected. Our new method renders objects with crisp edges and
well-preserved surface detail. Added overhead is the calculation of the
screen gradients and the per-pixel shading. Both of these operations, however,
may be performed using fast techniques employing lookup tables.
We will refer to the traditional splatting method as pre-shaded splatting,
since here pre-shaded voxel are projected. The new method is referred to
as post-shaded splatting, since shading and classification occurs
after the voxels have been projected onto the image or sheet-buffer plane.
Want to know more about it? Here is the
paper that will be presented at the 1999 Visualization conference
in November in San Francisco.
IMAGES:
Post-shaded splatting has a tremendous effect on image quality, as these
images readily demonstrate.
Here are renderings of the full UNC head (all images 512 x 512):
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traditional pre-shaded splatting
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new post-shaded splatting
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pre-shading, but post-classification
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We wanted to see if elements of the pre-shaded pipeline can be combined
with elements of the post-shaded pipeline. For the image above on the right
we projected pre-shaded voxels, but we also projected their original densities.
Then we classified the pixels on the image plane, and set all pixels back
to zero where the densities were below the iso-threshold. Doing so causes
severe artifacts. See the paper for an explanation.
The visual differences are especially striking in zoomed views. Here
we look the UNC lady in the eye (magification ~5):
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traditional pre-shaded splatting
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new post-shaded splatting
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A view onto the brain:
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traditional pre-shaded splatting
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new post-shaded splatting
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A zoomed view onto the brain, with a large magnification of ~12:
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traditional pre-shaded splatting
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new post-shaded splatting
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post-shaded splatting with gradient splats
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So far, we have used central-differences for all post-shaded images. However,
for the image above on the right, we used gradient splats. The reward is
even crisper detail.
A view at a ganglion nerve dataset:
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traditional pre-shaded splatting
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new post-shaded splatting
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