Volume Visualization Flashcards

1
Q

What is volume visualisation?

A

Visualization of volume data.

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2
Q

What are volumes?

A

Samples in a 3D space.

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3
Q

What are pictures/images?

A

Samples in a 2D space.

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4
Q

What is the goal of volume visualisation?

A
  • To gain insight into 3D data
  • Depends on the context + focus
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5
Q

What is a voxel?

A

Volume element (point sample in 3D space)

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6
Q

When we say data is a set of cells, what is a cell?

A

A 3D primitive (can be cubic or not)

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7
Q

How are values within cells calculated?

A

Interpolation

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8
Q

What is interpolation used for?

A
  • Creating smoother images
  • Resampling data (typically at a higher resolution)
  • Reconstructing missing information
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9
Q

What is nearest neighbor interpolation?

A

The simplest and fastest interpolation technique. Uses filter width of 1 or 0

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10
Q

When is recommended not to use nearest neighbor interpolation?

A

When the resampling rate is greater than the original sampling rate (e.g. when zooming in or out on an image)

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11
Q

What are the different types of continuities for interpolation?

A

C0: only the reconstructed signal is continuous

C1: The derivative of the reconstructed signal is continuous.

C2, C3, …: Second, third, … derivatives are continuous

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12
Q

What is linear interpolation?

A

Takes the mid value between two points

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13
Q

What is Gaussian filtering?

A

The use of a Gaussian function or filter

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14
Q

What is image order volume rendering technique??

A
  • For every pixel: DO …
  • Cost is related to the size of image
  • Also known as ray casting
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15
Q

What is object-order volume rendering techniques?

A
  • For every object (voxel) Do …
  • Cost is related to number of objects
  • projection of volume data onto the image plane
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16
Q

What are transfer functions?

A

Assigning each scalar value a different color and opacity value. Implemented as a look up table

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17
Q

What is a level set for isosurfaces?

A

The set of all points where the function equals some value

18
Q

What is an isocountour?

A

Surface made from the level set of a 2D scalar function

19
Q

What is an isosurface?

A

A surface made from the level set of a 3D scalar function

20
Q

What are some challenges with volume rendering?

A
  • Large data sets and information
  • Computational speed
21
Q

What are the two color compositing orders in optical models?

A
  • Back-to-front order
  • Front-To-back order
22
Q

What is maximum intensity projection?

A

For all the volume samples along a ray we find the maximum valued sample

23
Q

What is front-to-back volume rendering composition?

A

Loop over all the samples on the ray from front to back and accumulate the color with the opacity. Can terminate early when transparency is 0 (full color has been hit)

24
Q

What is back-to-front volume rendering composition?

A

Starting from the end of the ray loop over all the samples on the ray

25
Q

What is gradient shading?

A

Computing the gradient at each pixel according to its neighbors and using this value to shade the pixel

26
Q

What is the ray equation for a point along the ray?

A

P(t) = P_o + tV
o = origin of the ray
t = scalar value
V = direction/vector

27
Q

What is an octree?

A

An octree is a recursive 3D subdivision of space. Every non-leaf node has 8 children.

28
Q

How would you use an octree with volume data?

A

Recursively divide a volume into groups of eight until each unit either contains a data point or is empty, thus creating a hierarchical structure that efficiently captures the varying density of the volume data.

29
Q

Why can we not calculate the gradient for points that are on the edge?

A

For our central difference equation we wouldn’t have the neighbour values to calculate.W

30
Q

What are the benefits of using an octree?

A
  • Speeds up isosurface and MIP algorithms (skips empty spaces)
  • Precomputed
  • Each node stores the max or min of the equivalent region in space
31
Q

What are gradients used for?

A
  • shading in volume rendering
32
Q

What is the correlation between gradient and isosurfaces?

A

Gradient is always perpendicular to the isosurface

33
Q

What is direct volume rendering?

A

Using the original dataset to generate visualizations. Use of techniques such as interpolation and ray intersection.

34
Q

What is indirect volume rendering?

A

Using a different representation of the datasets, for example isosurfaces being visualized using level sets.

35
Q

What are some common ray composition techniques?

A
  • Accumulation
  • Maximum intensity
  • Optical models
  • Non-photo realistic models
36
Q

What is accumulation ray composition technique?

A

The combinations/sum of points along a ray. Good for x-ray renderings

37
Q

What is maximum intensity projection?

A

For each ray selections the value with the highest intensity value

38
Q

What are optical models (ray composition)?

A

Optical models visualize how light reacts to surfaces.

39
Q

What are partical models (ray composition)?

A

Representing the voxels as particles, with density. Partical behavior is described with phase functions.

40
Q

What are non photo-realistic renderings?

A

Renderings with exaggerated features to display more information. Most often based on contour enhancements.

41
Q

What are some examples of indirect volume rendering methods?

A
  • Slicing
  • Marching cubes
  • Contour tracking
  • Cuberillies
42
Q

What are some challenges we face when volume rendering?

A
  • Rendering a large sum of 3D data to a 2D space
  • Large data sets
  • Computation speed and power