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CSE 554 Lecture 5: Contouring (faster)

CSE 554 Lecture 5: Contouring (faster). Fall 2014. Review. Iso -contours Points where a function evaluates to be a given value ( iso -value) Smooth thresholded boundaries Contouring methods Primal methods Marching Squares (2D) and Cubes (3D) Placing vertices on grid edges

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CSE 554 Lecture 5: Contouring (faster)

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  1. CSE 554Lecture 5: Contouring (faster) Fall 2014

  2. Review • Iso-contours • Points where a function evaluates to be a given value (iso-value) • Smooth thresholded boundaries • Contouring methods • Primal methods • Marching Squares (2D) and Cubes (3D) • Placing vertices on grid edges • Dual methods • Dual Contouring (2D,3D) • Placing vertices in grid cells Primal Dual

  3. Efficiency • Iso-contours are ubiquitous for medical data visualization • Challenges: • The data can be large (e.g, 1000^3) • The user often needs to change iso-values on the fly • An efficient contouring algorithm is needed • Optimized for viewing one volume at multipleiso-values

  4. Marching Squares - Revisited • Activecell/edge • A grid cell/edge where {min, max} of its corner/end values encloses the iso-value • Algorithm • Visit each cell. • If active, create vertices on active edges and connect them by lines • Time complexity? • n: the number of all grid cells • k: the number of active cells 1 2 3 2 1 2 3 4 3 2 3 4 5 4 3 O(n) 2 3 4 3 2 O(k) 1 2 3 2 1 O(n+k) Iso-value = 3.5

  5. Marching Squares - Revisited Marching Squares O(n+k) Running time (seconds) Only visiting each square and checking if it is active (without creating vertices and edges) O(n) Iso-value

  6. Speeding Up Contouring • Data structures that allow faster query of active cells • Quadtrees (2D), Octrees (3D) • Hierarchical spatial structures for quickly pruning large areas of inactive cells • Complexity: O(k*Log(n)) • Interval trees • An optimal data structure for range finding • Complexity: O(k+Log(n))

  7. Interval Trees Marching Squares O(n+k) Running time (seconds) Quadtree O(k*Log(n)) Interval tree O(k+Log(n)) Iso-value

  8. Speeding Up Contouring • Data structures that allow faster query of active cells • Quadtrees (2D), Octrees (3D) • Hierarchical spatial structures for quickly pruning large areas of inactive cells • Complexity: O(k*Log(n)) • Interval trees • An optimal data structure for range finding • Complexity: O(k+Log(n))

  9. Quadtrees (2D) • Basic idea: coarse-to-fine search • Start with the entire grid: • If the {min, max} of all grid values does not enclose the iso-value, stop. • Otherwise, divide the grid into four sub-grids and repeat the check within each sub-grid. If the sub-grid is a unit cell, it’s an active cell.

  10. Quadtrees (2D) • Basic idea: coarse-to-fine search • Start with the entire grid: • If the {min, max} of all grid values does not enclose the iso-value, stop. • Otherwise, divide the grid into four sub-grids and repeat the check within each sub-grid. If the sub-grid is a unit cell, it’s an active cell. Iso-value not in {min,max} Iso-value in {min,max}

  11. Quadtrees (2D) • Basic idea: coarse-to-fine search • Start with the entire grid: • If the {min, max} of all grid values does not enclose the iso-value, stop. • Otherwise, divide the grid into four sub-grids and repeat the check within each sub-grid. If the sub-grid is a unit cell, it’s an active cell. Iso-value not in {min,max} Iso-value in {min,max}

  12. Quadtrees (2D) • Basic idea: coarse-to-fine search • Start with the entire grid: • If the {min, max} of all grid values does not enclose the iso-value, stop. • Otherwise, divide the grid into four sub-grids and repeat the check within each sub-grid. If the sub-grid is a unit cell, it’s an active cell. Iso-value not in {min,max} Iso-value in {min,max}

  13. Quadtrees (2D) • Basic idea: coarse-to-fine search • Start with the entire grid: • If the {min, max} of all grid values does not enclose the iso-value, stop. • Otherwise, divide the grid into four sub-grids and repeat the check within each sub-grid. If the sub-grid is a unit cell, it’s an active cell. Iso-value not in {min,max} Iso-value in {min,max}

  14. Quadtrees (2D) • Basic idea: coarse-to-fine search • Start with the entire grid: • If the {min, max} of all grid values does not enclose the iso-value, stop. • Otherwise, divide the grid into four sub-grids and repeat the check within each sub-grid. If the sub-grid is a unit cell, it’s an active cell. Iso-value not in {min,max} Iso-value in {min,max}

  15. Quadtrees (2D) • A degree-4 tree • Root node: entire grid • Each node maintains: • {min, max} in the enclosed part of the image • (in a non-leaf node) 4 children nodes for the 4 quadrants {1,5} 1 2 3 Root node 2 3 4 Grid {1,3} {2,4} {2,4} {3,5} Level-1 nodes (leaves) Quadtree 3 4 5

  16. Quadtrees (2D) {1,5} • Tree building: bottom-up • Each grid cell becomes a leaf node • Assign a parent node to every group of 4 nodes • Compute the {min, max} of the parent node from those of the children nodes • Padding dummy leaf nodes (e.g., {∞,∞}) if the dimension of grid is not power of 2 Root node {1,3} {2,4} Leaf nodes {2,4} {3,5} 1 2 3 2 3 4 Grid 3 4 5

  17. Quadtrees (2D) • Tree building: a recursive algorithm • // A recursive function to build a single quadtree node • // for a sub-grid at corner (lowX, lowY) and with length len • buildNode (lowX, lowY, len) • If (lowX, lowY) is out of range: Return a leaf node with {∞,∞} • If len = 1: Return a leaf node with {min, max} of corner values • Else • c1 = buildNode (lowX, lowY, len/2) • c2 = buildNode (lowX + len/2, lowY, len/2) • c3 = buildNode (lowX, lowY + len/2, len/2) • c4 = buildNode (lowX + len/2, lowY + len/2, len/2) • Return a node with children {c1,…,c4} and {min, max} of all {min, max} of these children // Building a quadtree for a grid whose longest dimension is len Return buildNode (1, 1, 2^Ceiling[Log[2,len]])

  18. Quadtrees (2D) {1,5} • Tree building: bottom-up • Each grid cell becomes a leaf node • Assign a parent node to every group of 4 nodes • Compute the {min, max} of the parent node from those of the children nodes • Padding background leaf nodes (e.g., {∞,∞}) if the dimension of grid is not power of 2 • Complexity: O(n) • But we only need to do this once (after that, the tree can be used to speed up contouring at any iso-value) Root node {1,3} {2,4} Leaf nodes {2,4} {3,5} 1 2 3 2 3 4 Grid 3 4 5

  19. {1,3} {2,4} Leaf nodes {2,4} {3,5} 1 2 3 2 3 4 Grid 3 4 5 Quadtrees (2D) {1,5} • Contouring with a quadtree: top-down • Starting from the root node • If {min, max} of the node encloses the iso-value • If it is not a leaf, continue onto its children • If the node is a leaf, contour in that grid cell Root node iso-value = 2.5

  20. Quadtrees (2D) • Contouring with a quadtree: a recursive algorithm • // A recursive function to contour in a quadtree node • // for a sub-grid at corner (lowX, lowY) and with length len • contourNode (node, iso, lowX, lowY, len) • If iso is within {min, max} of node • If len = 1: do Marching Squares in this grid square • Else (let the 4 children be c1,…,c4) • contourNode (c1, iso, lowX, lowY, len/2) • contourNode (c2, iso, lowX + len/2, lowY, len/2) • contourNode (c3, iso, lowX, lowY + len/2, len/2) • contourNode (c4, iso, lowX + len/2, lowY + len/2, len/2) // Contouring using a quadtree whose root node is Root // for a grid whose longest dimension is len contourNode (Root, iso, 1, 1, 2^Ceiling[Log[2,len]])

  21. {1,3} {2,4} Leaf nodes {2,4} {3,5} 1 2 3 2 3 4 Grid 3 4 5 Quadtrees (2D) {1,5} • Contouring with a quadtree: top-down • Starting from the root node • If {min, max} of the node encloses the iso-value • If the node is an intermediate node, search within each of its children nodes • If the node is a leaf, output contour in that grid square • Complexity: (at most) O(k*Log(n)) • Much faster than O(k+n) (Marching Squares) if k<<n • But not efficient when k is large (can be as slow as O(n)) Root node iso-value = 2.5

  22. Quadtrees (2D) Marching Squares O(n+k) Running time (seconds) Quadtree O(k*Log(n)) Iso-value

  23. Quadtrees (2D): Summary • Algorithm • Preprocessing: building the quad tree • Independent of iso-values • Contouring: traversing the quad tree • Both are recursive algorithms • Time complexity • Tree building: O(n) • Slow, but one-time only • Contouring: O(k*Log(n))

  24. Octrees (3D): Overview • Algorithm: similar to quadtrees • Preprocessing: building the octree • Each non-leaf node has 8 children nodes, one for each octant of grid • Contouring: traversing the octree • Both are recursive algorithms • Time complexity: same as quadtrees • Tree building: O(n) • Slow, but one-time only • Contouring: O(k*Log(n))

  25. Speeding Up Contouring • Data structures that allow faster query of active cells • Quadtrees (2D), Octrees (3D) • Hierarchical spatial structures for quickly pruning large areas of inactive cells • Complexity: O(k*Log(n)) • Interval trees • An optimal data structure for range finding • Complexity: O(k+Log(n))

  26. 0 255 Interval Trees • Basic idea • Each grid cell occupies an interval of values {min, max} • An active cell’s interval intersects the iso-value • Stores all intervals in a search tree for efficient intersection queries • Minimizes the “path” from root to all leaves intersecting any given iso-value Iso-value

  27. Interval Trees • A binary tree • Root node: all intervals in the grid • Each node maintains: • δ: Median of end values of all intervals (used to split the children intervals) • (in a non-leaf node) Two children nodes • Left child: intervals strictly lower than δ • Right child: intervals strictly higher than δ • Two sorted lists of intervals intersecting δ • Left list (AL): ascending order of min-end of each interval • Right list (DR): descending order of max-end of each interval

  28. Interval Trees AL: d,e,f,g,h,i DR: i,e,g,h,d,f AL: a,b,c DR: c,a,b AL: j,k,l DR: l,j,k δ=7 AL: m DR: m Interval tree: δ=4 δ=10 δ=12 Intervals:

  29. Interval Trees • A binary tree • Root node: all intervals in the grid • Each node maintains: • δ: Median of end values of all intervals (used to split the children intervals) • (in a non-leaf node) Two children nodes • Left child: intervals strictly lower than δ • Right child: intervals strictly higher than δ • Two sorted lists of intervals intersecting δ • Left list (AL): ascending order of min-end of each interval • Right list (DR): descending order of max-end of each interval • Depth: O(Log(n))

  30. Interval Trees • Intersection queries: top-down • Starting with the root node • If the iso-value is smaller than δ • Scan through AL: output all intervals whose min-end is smaller than iso-value. • Go to the left child. • If the iso-value is larger than δ • Scan through DR: output all intervals whose max-end is larger than iso-value. • Go to the right child. • If iso-value equalsδ • Output AL (or DR).

  31. Interval Trees AL: d,e,f,g,h,i DR: i,e,g,h,d,f iso-value = 9 AL: a,b,c DR: c,a,b AL: j,k,l DR: l,j,k δ=7 AL: m DR: m Interval tree: δ=4 δ=10 δ=12 Intervals:

  32. Interval Trees AL: d,e,f,g,h,i DR: i,e,g,h,d,f iso-value = 9 AL: a,b,c DR: c,a,b AL: j,k,l DR: l,j,k δ=7 AL: m DR: m Interval tree: δ=4 δ=10 δ=12 Intervals:

  33. Interval Trees AL: d,e,f,g,h,i DR: i,e,g,h,d,f iso-value = 9 AL: a,b,c DR: c,a,b AL: j,k,l DR: l,j,k δ=7 AL: m DR: m Interval tree: δ=4 δ=10 δ=12 Intervals:

  34. Interval Trees • Intersection queries: top-down • Starting with the root node • If the iso-value is smaller than δ • Scan through AL: output all intervals whose min-end is smaller than iso-value. • Go to the left child. • If the iso-value is larger than δ • Scan through DR: output all intervals whose max-end is larger than iso-value. • Go to the right child. • If iso-value equalsδ • Output AL (or DR). • Complexity: O(k + Log(n)) • k: number of intersecting intervals (active cells) • Much faster than O(k+n) (Marching squares/cubes)

  35. Interval Trees Marching Squares O(n+k) Running time (seconds) Quadtree O(k*Log(n)) Interval tree O(k+Log(n)) Iso-value

  36. Interval Trees • Tree building: top-down • Starting with the root node (which includes all intervals) • To create a node from a set of intervals, • Find δ (the median of all ends of the intervals). • Sort all intervals intersecting with δ into the AL, DR • Construct the left (right) child from intervals strictly below (above) δ • A recursive algorithm

  37. Interval Trees Interval tree: Intervals:

  38. Interval Trees AL: d,e,f,g,h,i DR: i,e,g,h,d,f δ=7 Interval tree: Intervals:

  39. Interval Trees AL: d,e,f,g,h,i DR: i,e,g,h,d,f AL: a,b,c DR: c,a,b δ=7 Interval tree: δ=4 Intervals:

  40. Interval Trees AL: d,e,f,g,h,i DR: i,e,g,h,d,f AL: a,b,c DR: c,a,b AL: j,k,l DR: l,j,k δ=7 Interval tree: δ=4 δ=10 Intervals:

  41. Interval Trees AL: d,e,f,g,h,i DR: i,e,g,h,d,f AL: a,b,c DR: c,a,b AL: j,k,l DR: l,j,k δ=7 AL: m DR: m Interval tree: δ=4 δ=10 δ=12 Intervals:

  42. Interval Trees • Tree building: top-down • Starting with the root node (which includes all intervals) • To create a node from a set of intervals, • Find δ (the median of all ends of the intervals). • Sort all intervals intersecting with δ into the AL, DR • Construct the left (right) child from intervals strictly below (above) δ • A recursive algorithm • Complexity: O(n*Log(n)) • O(n) at each level of the tree (after pre-sorting all intervals in O(n*Log(n))) • Depth of the tree is O(Log(n)) • Again, this is one-time only 

  43. Interval Trees: Summary • Algorithm • Preprocessing: building the interval tree • Independent of iso-values • Contouring: traversing the interval tree • Both are recursive algorithms • Tree-building and traversing are same in 2D and 3D • Time complexity • Tree building: O(n*log(n)) • Slow, but one-time • Contouring: O(k+log(n))

  44. Further Readings • Quadtree/Octrees: • “Octrees for Faster Isosurface Generation”, Wilhelms and van Gelder (1992) • Interval trees: • “Dynamic Data Structures for Orthogonal Intersection Queries”, by Edelsbrunner (1980) • “Speeding Up Isosurface Extraction Using Interval Trees”, by Cignoni et al. (1997)

  45. Further Readings • Other acceleration techniques: • “Fast Iso-contouring for Improved Interactivity”, by Bajaj et al. (1996) • Growing connected component of active cells from pre-computed seed locations • “View Dependent Isosurface Extraction”, by Livnat and Hansen (1998) • Culling invisible mesh parts • “Interactive View-Dependent Rendering Of Large Isosurfaces”, by Gregorski et al. (2002) • Level-of-detail: decreasing mesh resolution based on distance from the viewer Livnat and Hansen Gregorski et al.

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