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Learn about particle rendering techniques in ParaView, including surface/wireframe/points display, color editing, opacity control, point sprite representation, and more.
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03/06/2008 Particle Rendering in ParaView
Attention These slides are incomplete and are provided for the IEEE Vis 08 DVD. • The complete and full set of slides will be available from the CSCS web site under the following link https://twiki.cscs.ch/twiki/bin/view/ParaViewMeshless/ParticleRendering • And in the event of broken/changed link, from the ParaView3 Wiki http://www.paraview.org/Wiki/ParaView
Representation/Display • Standard Display panel • Surface/ Wireframe/ Points • Colour editor • Point Size • (Cube Axes) • (Interpolate) • Opacity
Color Editor (colour really) • Change Presets • Define your own • Load Save • Scale Log/Lin • Fit to data • (See Track changes) • Change Color Space (interpolation between RGB values) • Manually edit scale
03/06/2008 Point Sprite Representation • Opacity control • Track changes (max/min) • 3 render modes • Simple point • As before, but with opacity • Sprite • A sphere, clearer contrast • Shader • Radius controls
Opacity • Auto Min/Max changes with scalar • Enable disable auto change • Set min max manually • Values <min mapped to 0, • >max, to 1 • Values from 0-1 mapped to range according to opacity control setting • Can also change overall value with slider (<1)
03/06/2008 Opacity • Gaussian control • Select peaks • Drag left/right • Drag up/down • Scale/shrink • Great for volumetric datasets
03/06/2008 Background color map for opacity • When colour and opacity have • same variable and • same range • Not 100% accurate, but useful
PointSize • Change size according to taste • All particles the same • No perspective (well actually yes, but not accurate) • No relative scale between particles • Try zooming in/out • Point smoothing changes particles to rounded squares/ almost circles • NB. Bug. If Point Sprite selected, then simple point selected, size clamped.
Depth Sort • For transparency – particles must either be sorted back to front • Cout = Csrc * Asrc + (1 - Asrc) * Cdst • Skip anything behind closest pixel • Colour correct • Alpha can get messy when compositing images in parallel – distributed overlap/sort TURN OFF DEPTH SORT FOR FASTER DISPLAY Wrong Right
Depth Peeling • Instead of sorting every object and drawing back to front • Draw everything once and save the image • Then draw it again, but only items in front of last one • Then do it again, and again in ‘peels’ • Objects are not sorted, but each pass renders stuff in front, gradually the final image is built up. • Not bad for brains/bones • Awful for lots of particles • Uses advanced shaders which mess up our renderer • Work in progress is getting depth peeling working with our renderer
Sprite mode • Spheres are drawn with shaded edges • Improves contrast
Shader mode • Better for smaller datasets • Where a parameter is to be highlighted