• DocumentCode
    1505126
  • Title

    GL4D: A GPU-based Architecture for Interactive 4D Visualization

  • Author

    Chu, Alan ; Fu, Chi-Wing ; Hanson, Andrew J. ; Heng, Pheng-Ann

  • Author_Institution
    Chinese Univ. of Hong Kong, Hong Kong, China
  • Volume
    15
  • Issue
    6
  • fYear
    2009
  • Firstpage
    1587
  • Lastpage
    1594
  • Abstract
    This paper describes GL4D, an interactive system for visualizing 2-manifolds and 3-manifolds embedded in four Euclidean dimensions and illuminated by 4D light sources. It is a tetrahedron-based rendering pipeline that projects geometry into volume images, an exact parallel to the conventional triangle-based rendering pipeline for 3D graphics. Novel features include GPU-based algorithms for real-time 4D occlusion handling and transparency compositing; we thus enable a previously impossible level of quality and interactivity for exploring lit 4D objects. The 4D tetrahedrons are stored in GPU memory as vertex buffer objects, and the vertex shader is used to perform per-vertex 4D modelview transformations and 4D-to-3D projection. The geometry shader extension is utilized to slice the projected tetrahedrons and rasterize the slices into individual 2D layers of voxel fragments. Finally, the fragment shader performs per-voxel operations such as lighting and alpha blending with previously computed layers. We account for 4D voxel occlusion along the 4D-to-3D projection ray by supporting a multi-pass back-to-front fragment composition along the projection ray; to accomplish this, we exploit a new adaptation of the dual depth peeling technique to produce correct volume image data and to simultaneously render the resulting volume data using 3D transfer functions into the final 2D image. Previous CPU implementations of the rendering of 4D-embedded 3-manifolds could not perform either the 4D depth-buffered projection or manipulation of the volume-rendered image in real-time; in particular, the dual depth peeling algorithm is a novel GPU-based solution to the real-time 4D depth-buffering problem. GL4D is implemented as an integrated OpenGL-style API library, so that the underlying shader operations are as transparent as possible to the user.
  • Keywords
    application program interfaces; computational geometry; coprocessors; data visualisation; hidden feature removal; mathematics computing; rendering (computer graphics); transfer functions; 3D transfer functions; 4D light sources; GL4D; GPU-based architecture; dual depth peeling technique; four Euclidean dimensions; integrated OpenGL-style API library; interactive 4D visualization; real-time 4D occlusion handling; tetrahedron-based rendering pipeline; Buffer storage; Geometry; Graphics; Interactive systems; Libraries; Light sources; Pipelines; Rendering (computer graphics); Transfer functions; Visualization; Mathematical visualization; four-dimensional visualization; graphics hardware; interactive illumination;
  • fLanguage
    English
  • Journal_Title
    Visualization and Computer Graphics, IEEE Transactions on
  • Publisher
    ieee
  • ISSN
    1077-2626
  • Type

    jour

  • DOI
    10.1109/TVCG.2009.147
  • Filename
    5290777