Abstract
Multiresolution techniques for volume visualization provide
means for interactive exploration of very large data sets. This
work provides a multiresolution texture-based technique that
uses an adaptive scheme to render a portion of a given volumetric
data set in a region of interest at a high resolution. Those
portions of the volume away from the region of interest are rendered
at progressively lower resolutions.
The algorithm is based on the segmentation of texture space
into an octree of texture elements (texels), where the leaves
of the tree define the original data, and the internal tiles
define lower-resolution versions. Rendering is done adaptively
by selecting high-resolution tiles close to a center of attention
and low-resolution tiles away from this area.
To understand the essence of this
technique, consider the image to the left. The original grid
consists of 256 tiles. A tile is selected when the distance from
the center of the tile to p is greater that the diagonal
size of the tile.
The "selected" tiles for each resolution are shown
in gray. Here, the original grid contains 256 texels, the final
image, if done in a multiresolution way, could contain 49 texels
-- one from level three, seven from level two, 13 from level
one, and 19 from level zero.
(The "viewpoint" p is indicated in the final
image.)
We limit artifacts introduced by this method by
using viewpoint-centered spherical shells. These shells are shown
on the left. The shells intersect the solid texture and the system
maps the texture onto the shells.
We modify the transfer/opacity function in lower resolution
areas so that we minimize differences between optical properties
between low- and high-resolution areas. This produces a smooth
image. With this technique, we can view a volume of data from
an arbitrary viewpoint and produce interactive fly-throughs of
the data. The solid textures representing the data are transfered
to the imaging system in a multiresolution way and blended using
the modified transfer/opacity functions.
The operation of the algorithm is shown for a trebecular
bone data set. The data set consists of 256x256x256 voxels. The
upper image shows the full data set, and the lower shows a multiresolution
version.

It is possible to use this technique to produce viewpoint-dependent
renderings of very large data sets.
Publications
Contact
Eric
LaMar, Ken Joy