Aaron Knoll
University of Utah
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Publication
Featured researches published by Aaron Knoll.
international conference on computer graphics and interactive techniques | 2006
Ingo Wald; Thiago Ize; Andrew E. Kensler; Aaron Knoll; Steven G. Parker
We present a new approach to interactive ray tracing of moderate-sized animated scenes based on traversing frustum-bounded packets of coherent rays through uniform grids. By incrementally computing the overlap of the frustum with a slice of grid cells, we accelerate grid traversal by more than a factor of 10, and achieve ray tracing performance competitive with the fastest known packet-based kd-tree ray tracers. The ability to efficiently rebuild the grid on every frame enables this performance even for fully dynamic scenes that typically challenge interactive ray tracing systems.
2006 IEEE Symposium on Interactive Ray Tracing | 2006
Aaron Knoll; Ingo Wald; Steven G. Parker; Charles D. Hansen
We present a technique for ray tracing isosurfaces of large compressed structured volumes. Data is first converted into a lossless-compression octree representation that occupies a fraction of the original memory footprint. An isosurface is then dynamically rendered by tracing rays through a min/max hierarchy inside interior octree nodes. By embedding the acceleration tree and scalar data in a single structure and employing optimized octree hash schemes, we achieve competitive frame rates on common multicore architectures, and render large time-variant data that could not otherwise be accommodated
IEEE Computer Graphics and Applications | 2013
Khairi Reda; Alessandro Febretti; Aaron Knoll; Jillian Aurisano; Jason Leigh; Andrew E. Johnson; Michael E. Papka; Mark Hereld
Constructing integrative visualizations that simultaneously cater to a variety of data types is challenging. Hybrid-reality environments blur the line between virtual environments and tiled display walls. They incorporate high-resolution, stereoscopic displays, which can be used to juxtapose large, heterogeneous datasets while providing a range of naturalistic interaction schemes. They thus empower designers to construct integrative visualizations that more effectively mash up 2D, 3D, temporal, and multivariate datasets.
IEEE Transactions on Visualization and Computer Graphics | 2009
Aaron Knoll; Younis Hijazi; Rolf Westerteiger; Mathias Schott; Charles D. Hansen; Hans Hagen
Direct volume rendering and isosurfacing are ubiquitous rendering techniques in scientific visualization, commonly employed in imaging 3D data from simulation and scan sources. Conventionally, these methods have been treated as separate modalities, necessitating different sampling strategies and rendering algorithms. In reality, an isosurface is a special case of a transfer function, namely a Dirac impulse at a given isovalue. However, artifact-free rendering of discrete isosurfaces in a volume rendering framework is an elusive goal, requiring either infinite sampling or smoothing of the transfer function. While preintegration approaches solve the most obvious deficiencies in handling sharp transfer functions, artifacts can still result, limiting classification. In this paper, we introduce a method for rendering such features by explicitly solving for isovalues within the volume rendering integral. In addition, we present a sampling strategy inspired by ray differentials that automatically matches the frequency of the image plane, resulting in fewer artifacts near the eye and better overall performance. These techniques exhibit clear advantages over standard uniform ray casting with and without preintegration, and allow for high-quality interactive volume rendering with sharp C0 transfer functions.
Computer Graphics Forum | 2009
Aaron Knoll; Younis Hijazi; Andrew E. Kensler; Mathias Schott; Charles D. Hansen; Hans Hagen
Existing techniques for rendering arbitrary‐form implicit surfaces are limited, either in performance, correctness or flexibility. Ray tracing algorithms employing interval arithmetic (IA) or affine arithmetic (AA) for root‐funding are robust and general in the class of surfaces they support, but traditionally slow. Nonetheless, implemented efficiently using a stack‐driven iterative algorithm and SIMD vector instructions, these methods can achieve interactive performance for common algebraic surfaces on the CPU. A similar algorithm can also be implemented stacklessly, allowing for efficient ray tracing on the GPU. This paper presents these algorithms, as well as an inclusion‐preserving reduced affine arithmetic (RAA) for faster ray‐surface intersection. Shader metaprogramming allows for immediate and automatic generation of symbolic expressions and their interval or affine extensions. Moreover, we are able to render even complex forms robustly, in real‐time at high resolution.
The Visual Computer | 2009
Aaron Knoll; Ingo Wald; Charles D. Hansen
We implement and evaluate a fast ray tracing method for rendering large structured volumes. Input data is losslessly compressed into an octree, enabling residency in CPU main memory. We cast packets of coherent rays through a min/max acceleration structure within the octree, employing a slice-based technique to amortize the higher cost of compressed data access. By employing a multiresolution level of detail (LOD) scheme in conjunction with packets, coherent ray tracing can efficiently render inherently incoherent scenes of complex data. We achieve higher performance with lesser footprint than previous isosurface ray tracers, and deliver large frame buffers, smooth gradient normals and shadows at relatively lesser cost. In this context, we weigh the strengths of coherent ray tracing against those of the conventional single-ray approach, and present a system that visualizes large volumes at full data resolution on commodity computers.
eurographics | 2007
Aaron Knoll; Younis Hijazi; Charles D. Hansen; Ingo Wald; Hans Hagen
We present a practical and efficient algorithm for interactively ray tracing arbitrary implicit surfaces. We use interval arithmetic (IA) both for robust root computation and guaranteed detection of topological features. In conjunction with ray tracing, this allows for rendering literally any programmable implicit function simply from its definition. Our method requires neither special hardware, nor preprocessing or storage of any data structure. Efficiency is achieved through SIMD optimization of both the interval arithmetic computation and coherent ray traversal algorithm, delivering interactive results even for complex implicit functions.
ieee pacific visualization symposium | 2011
Aaron Knoll; Sebastian Thelen; Ingo Wald; Charles D. Hansen; Hans Hagen; Michael E. Papka
We present an efficient method for volume rendering by raycasting on the CPU. We employ coherent packet traversal of an implicit bounding volume hierarchy, heuristically pruned using preintegrated transfer functions, to exploit empty or homogeneous space. We also detail SIMD optimizations for volumetric integration, trilinear interpolation, and gradient lighting. The resulting system performs well on low-end and laptop hardware, and can outperform out-of-core GPU methods by orders of magnitude when rendering large volumes without level-of-detail (LOD) on a workstation. We show that, while slower than GPU methods for low-resolution volumes, an optimized CPU renderer does not require LOD to achieve interactive performance on large data sets.
IEEE Transactions on Visualization and Computer Graphics | 2017
Ingo Wald; Gregory P. Johnson; Jefferson Amstutz; Carson Brownlee; Aaron Knoll; J. Jeffers; J. Gunther; Paul A. Navrátil
Scientific data is continually increasing in complexity, variety and size, making efficient visualization and specifically rendering an ongoing challenge. Traditional rasterization-based visualization approaches encounter performance and quality limitations, particularly in HPC environments without dedicated rendering hardware. In this paper, we present OSPRay, a turn-key CPU ray tracing framework oriented towards production-use scientific visualization which can utilize varying SIMD widths and multiple device backends found across diverse HPC resources. This framework provides a high-quality, efficient CPU-based solution for typical visualization workloads, which has already been integrated into several prevalent visualization packages. We show that this system delivers the performance, high-level API simplicity, and modular device support needed to provide a compelling new rendering framework for implementing efficient scientific visualization workflows.
IEEE Transactions on Visualization and Computer Graphics | 2007
Ingo Wald; Heiko Friedrich; Aaron Knoll; Charles D. Hansen
We describe a system for interactively rendering isosurfaces of tetrahedral finite-element scalar fields using coherent ray tracing techniques on the CPU. By employing state-of-the art methods in polygonal ray tracing, namely aggressive packet/frustum traversal of a bounding volume hierarchy, we can accommodate large and time-varying unstructured data. In conjunction with this efficiency structure, we introduce a novel technique for intersecting ray packets with tetrahedral primitives. Ray tracing is flexible, allowing for dynamic changes in isovalue and time step, visualization of multiple isosurfaces, shadows, and depth-peeling transparency effects. The resulting system offers the intuitive simplicity of isosurfacing, guaranteed-correct visual results, and ultimately a scalable, dynamic and consistently interactive solution for visualizing unstructured volumes.