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.help volumes Jan89 "Volume Rotation-Projection Algorithm"

.ce
Volume Rotation-Projection Algorithm
.ce
January 1989

.sh
Introduction

See help for VOLUMES and PVOL for general information.  Here we describe
the volume projection algorithm used in PVOL.

.sh
Algorithms for Collecting Object Voxels that Project onto Image Plane

PVOL is a task for making successive projections through a 3d image onto
2d images placed along a great circle around an input datacube, with varying
degrees of translucency.  The technique of viewing successive projections
around the input datacube causes interior features to appear to "orbit"
the axis of datacube rotation; the apparent orbital radii generate the
illusion of seeing in three dimensions.  We limit ourselves to parallel rather
than perspective projections as the computations are simpler and the resulting
images preserve distance ratios.

When we are considering orthogonal projections only, the 3D problem becomes
a 2D problem geometrically, collapsed into a plane at right angles to the
datacube rotation axis.  Otherwise a full 3D solution would be needed.
To keep things straight, I will use "object voxel"
to represent voxels from the input volume image and "image pixel" to represent
output pixels in the projection plane.

In addition to the projections being parallel, we also want them centered
and the projection plane perpendicular to the projection rays (we always want
to be looking toward the center of the volume regardless of the rotation angle).
Thus we will always orient the center of the projection plane perpendicular
to the ray passing through the center of the volume for the given rotation
angle.  

Methods in the literature include back-to-front (BTF) and front-to-back (FTB)
traversals, digital differential analyzer (DDA) techniques, and octree
encoding.  Because of the nature of our light-transmission algorithm, we
must choose a BTF approach.  For standard ray-tracing applications, involving
discrete objects within the volume image space, octree techniques can be
the most efficient, depending on the ratio of filled to un-filled space and
number of objects.  However, for arbitrary voxel images (no explicit geometric
surfaces included, so every voxel must be examined) simpler techniques are
considered more efficient.  There are basically two approaches:
[1] image-plane order:  build up the output image one line at a time by
computing all contributing voxels, and
[2] volume-image order:  traverse the voxels one line at a time, building
up the output image in successive overlapping sheets.

The image-plane order approach is similar to rasterizing a line segment, namely
the projection ray through the lattice of voxels.  Examples are the incremental
algorithm discussed in Foley and Van Dam (p. 432), implemented with
modifications in the IRAF SGI kernel, and Bresenham's algorithm, outlined in
the same place.  Both methods can be extended to include information from
extra surrounding voxels, similar to anti-aliasing problems, and this may
be necessary for effective volume projections, especially of small spatial
resolution volumes.  This approach may not necessarily be the most efficient
if the volume image cannot be held in memory and must be accessed randomly
from disk.  Initially, we will code this algorithm only for the case where the
rotation is around the X axis of the volume and the viewing direction is
perpendicular to that axis.

[Discussion of various algorithms for determining which set of voxels gets
included along a given projection ray follows.  After this was coded, it
became apparent that runtime was largely dominated by the voxel memory
accesses after the voxel lists have been prepared.  Consequently, the 
incremental algorithm is all that is now used.]

The straightforward incremental algorithm would be the simplest to implement,
though not the most efficient.  Bresenham's algorithm, extended to include
information from fractionally pierced neighboring voxels, would be more
efficient as it need not use any real variables, and therefore does not
require rounding.  Both these methods choose a single ray at a time hitting
the projection plane, and proceed along that ray, determining which voxels
contribute, and their weights, which are proportional to the path length
of the ray through the object voxels.  By proceeding from back to front, we are
guaranteed that each contributing voxel from the volume succeeds any previous
one arriving at the current output pixel.  Thus, we can use the output
pixel to store the results of any previous light transmission and absorption
operation, and feed that value back in to combine with the properties of
the next contributing volume voxel.  This method fills up the image plane
in line-sequential order.  Of course, we determine the list of object voxels
contributing to a given line of image pixels only once per rotation.

In the volume-image order approach the input voxels are traversed line by line
in any correct BTF order; they can always be accessed band by band if that is
the disk storage order.  This method fills up the image plane in successive
sheets, continually updating the image pixels previously written as it goes.
Determining which image pixel should be hit by the current object voxel
requires a transformation matrix.  However, the information in the matrix can
be pre-multiplied with all possible values of voxel coordinates and stored in
a lookup table, resulting in much more efficient code than a straightforward
matrix multiplication for each object voxel (Frieder, Gordon, and Reynolds,
IEEE CG&A, Jan 1985, p. 52-60).  Due to the significantly increased 
computation time, this approach should only be used when datacube projections
are desired along any arbitrary 3D orientation.

In the current implementation only rotations by PVOL around the image X
axis are allowed.  If rotation is desired about either Y or Z, it is easy
to first rotate the input image, then run PVOL around the new X axis.
See D3TRANSPOSE [IMTRANS3D?] for help in rotating datacubes.

.sh
Memory Management

Now we know how to construct a list of indices of input voxels in
BTF order that impinge upon a given pixel in the projection plane.
The original PVOL prototype used line-oriented image i/o to access
the datacube.  Profiles showed 90% of task execution time spent in
OS-level reads.  Various other approaches were investigated, which
determined that actual voxel-value i/o was the most important factor
in performance.  Since "in-core" i/o is the fastest, the problem became
one of getting as much of the input datacube into main memory as possible.  

A task maximum working set size parameter was added, and code for attempting
to grab this much memory, then cascading down to a reasonable amount if
the requested amount was too much (had adverse effects on PVOL or other
processes).  Given a fixed amount of available memory smaller than that 
required to hold the entire datacube in memory, the fastest way is to
volume-project through successive groups of YZ slices.  A single YZ slice
of the datacube is sufficient for projecting any and all great-circle
orientations (360 degrees around the X axis).  The more YZ slices that
can be held in memory, the better.  If there is room for N YZ slices at
a time, and there are COLUMNS voxels in the X direction, then all volume
rotations must be made in each of (COLUMNS/N) passes.  

This approach sped things up by about a factor of 20 over random 
line-oriented i/o.  For very large datacubes (order of 500 voxels on
a side) there are on the order of 10 passes required when the task
working set is in the 10Mb range.  Clearly available memory and/or super
fast disk i/o, dominates volume rotations.  A general purpose workstation
with enough main memory can apparently approach the speed of the specialized
processors usually used in volume rendering.