DocumentCode :
74350
Title :
Direct Isosurface Ray Casting of NURBS-Based Isogeometric Analysis
Author :
Schollmeyer, Andre ; Froehlich, Bernd
Author_Institution :
Virtual Reality Syst. Group, Bauhaus-Univ. Weimar, Weimar, Germany
Volume :
20
Issue :
9
fYear :
2014
fDate :
Sept. 1 2014
Firstpage :
1227
Lastpage :
1240
Abstract :
In NURBS-based isogeometric analysis, the basis functions of a 3D model´s geometric description also form the basis for the solution space of variational formulations of partial differential equations. In order to visualize the results of a NURBS-based isogeometric analysis, we developed a novel GPU-based multi-pass isosurface visualization technique which performs directly on an equivalent rational Bézier representation without the need for discretization or approximation. Our approach utilizes rasterization to generate a list of intervals along the ray that each potentially contain boundary or isosurface intersections. Depth-sorting this list for each ray allows us to proceed in front-to-back order and enables early ray termination. We detect multiple intersections of a ray with the higher-order surface of the model using a sampling-based root-isolation method. The model´s surfaces and the isosurfaces always appear smooth, independent of the zoom level due to our pixel-precise processing scheme. Our adaptive sampling strategy minimizes costs for point evaluations and intersection computations. The implementation shows that the proposed approach interactively visualizes volume meshes containing hundreds of thousands of Bézier elements on current graphics hardware. A comparison to a GPU-based ray casting implementation using spatial data structures indicates that our approach generally performs significantly faster while being more accurate.
Keywords :
computational geometry; data visualisation; graphics processing units; partial differential equations; sampling methods; spatial data structures; splines (mathematics); 3D model geometric description; GPU-based multipass isosurface visualization technique; GPU-based ray casting implementation; NURBS-based isogeometric analysis; adaptive sampling strategy; basis functions; boundary intersections; cost minimization; direct isosurface ray casting; front-to-back order; graphics hardware; higher-order surface; interactive visualization volume mesh approach; intersection computations; interval list generation; isosurface intersections; list depth-sorting; model surfaces; multiple intersection detection; partial differential equations; pixel-precise processing scheme; point evaluations; rasterization; rational Bezier representation; ray termination; sampling-based root-isolation method; solution space; spatial data structures; variational formulations; zoom level; Casting; Isosurfaces; Solid modeling; Splines (mathematics); Surface reconstruction; Surface topography; Computer graphics; NURBS; data visualization; isosurfaces; ray casting;
fLanguage :
English
Journal_Title :
Visualization and Computer Graphics, IEEE Transactions on
Publisher :
ieee
ISSN :
1077-2626
Type :
jour
DOI :
10.1109/TVCG.2014.2327977
Filename :
6846294
Link To Document :
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