• DocumentCode
    21075
  • Title

    Low-Pass Filtered Volumetric Shadows

  • Author

    Ament, Marco ; Sadlo, Filip ; Dachsbacher, Carsten ; Weiskopf, Daniel

  • Author_Institution
    Karlsruhe Inst. of Technol., Karlsruhe, Germany
  • Volume
    20
  • Issue
    12
  • fYear
    2014
  • fDate
    Dec. 31 2014
  • Firstpage
    2437
  • Lastpage
    2446
  • Abstract
    We present a novel and efficient method to compute volumetric soft shadows for interactive direct volume visualization to improve the perception of spatial depth. By direct control of the softness of volumetric shadows, disturbing visual patterns due to hard shadows can be avoided and users can adapt the illumination to their personal and application-specific requirements. We compute the shadowing of a point in the data set by employing spatial filtering of the optical depth over a finite area patch pointing toward each light source. Conceptually, the area patch spans a volumetric region that is sampled with shadow rays; afterward, the resulting optical depth values are convolved with a low-pass filter on the patch. In the numerical computation, however, to avoid expensive shadow ray marching, we show how to align and set up summed area tables for both directional and point light sources. Once computed, the summed area tables enable efficient evaluation of soft shadows for each point in constant time without shadow ray marching and the softness of the shadows can be controlled interactively. We integrated our method in a GPU-based volume renderer with ray casting from the camera, which offers interactive control of the transfer function, light source positions, and viewpoint, for both static and time-dependent data sets. Our results demonstrate the benefit of soft shadows for visualization to achieve user-controlled illumination with many-point lighting setups for improved perception combined with high rendering speed.
  • Keywords
    cameras; data visualisation; graphics processing units; interactive systems; light sources; lighting; low-pass filters; rendering (computer graphics); GPU-based volume renderer; application-specific requirements; camera; finite area patch; interactive control; interactive direct volume visualization; light source positions; low-pass filter; low-pass filtered volumetric soft shadows; many-point lighting setups; numerical computation; optical depth; ray casting; rendering speed; shadow ray; spatial depth perception; spatial filtering; static data sets; time-dependent data sets; transfer function; user-controlled illumination setups; visual patterns; Data visualization; Filtering; Light sources; Low-pass filters; Optical filters; Scattering; Transfer functions; Volume measurement; Direct volume rendering; filtered shadows; soft shadows; summed area table; volume illumination;
  • fLanguage
    English
  • Journal_Title
    Visualization and Computer Graphics, IEEE Transactions on
  • Publisher
    ieee
  • ISSN
    1077-2626
  • Type

    jour

  • DOI
    10.1109/TVCG.2014.2346333
  • Filename
    6875905