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 Q&A Christof Reinhart
CEO Volume Graphics GmbH
05/03/04
 
About this illustration :
It is rendered by VGLR 3.2 in voxel graphics. No polygonal model is used to generate this image. The surface structures you see are real 3D structures no texture or bump mapping! The object you see is an industrial computer tomography scan of an engine head of a BMW build in 1937. The data set consist of 1036 slice images each with 1024x1024 pixels at 2 byte per pixel. So all together we have slightly more than 2GB of data in the original voxel
data set you see in this image. In the lower left area a section was cut away from the data set. The rendering was done with full shading (ambient, diffuse and specular) with two light sources (one frontal parallel and one
spot light) and shadowing.
   
Q1 A brief presentation of Volume Graphics GmbH.
A1

Volume Graphics develops and markets 3D graphics technologies and application software for multidimensional image processing and analysis. The company's history started more than 10 years ago when the founders developed the world wide first real-time volume rendering hardware system. With the enhancements in standard PC hardware the company focused on software solutions. Today Volume Graphics provides 3D voxel graphics technology to the healthcare industry as well as application software to the industrial - mainly in high tech branches like aerospace and automobile industry - and scientific market. Volume Graphics' VGStudio MAX software has become the standard software tool for industrial CT applications and is distributed world wide.

   
Q2 What are the benefits of using Voxel geometry rather than meshes ?
A2

To answer this question we have to talk about two aspects:
a) The application aspect:
In medical applications or in industrial quality control you have to work with volumetric data representations giving you information not only of an objects surface but also of the interior structure of the tissues and/or materials. It is obvious that voxel data has an inherent advantage over polygonal representations in this case.
b) The technological aspect:
In applications where you deal with "real world" data, e.g. data generated by a 3D imaging device like computer tomography, you are able to deal with a much higher level of detail at the same time at much higher rendering performance than any polygonal representation could achieve. E.g. an object scanned to a voxel data set with 1024x1024x1024 voxels = 1GVoxel can be rendered with interactive performance on any Pentium 4 CPU. The same object represented by a polygonal mesh that still does not reach level detail of the voxel object, easily exceeds several ten million triangles. The rendering performance for such a huge mesh on today's most powerful graphics boards is much lower that our voxel graphics technology. Another important aspect is that the voxel data base allows us to generate more physical and therefore more realistic models of the world we see around us. Our real world is solid not hollow. The interaction of a ray of light with an object's surface is typically not an interaction in a single point but in a whole transition layer. When we talk about photorealistic rendering I'm sure that voxel graphics will play a bigger and bigger role in future. As we all know voxel graphics can be found today where the most demanding visualization tasks have to be solved, e.g. rendering of special effects like explosions, fire, clouds, fur. Today voxel graphics is less popular in the animation market only because of missing software tools and because of the computing power needed. Our VGLR graphics technology already solves the later aspect. We are able to handle large data sets with highest levels of details at high performance. However in our days the most relevant question is what the needs of different applications are. Both worlds, the polygonal and the voxel world, have their advantages, polygons for designed "artificial" objects and voxels for "real world", scanned objects. With the availability of modern voxel graphics technologies like VGLR we will see more voxel graphics in future in many application fields.

   
Q3 What are the main applications of Voxel graphics?
A3 The major markets for voxel graphics today are the "classical" healthcare market, medical content creation for education, entertainment and advertising.
The industrial market evolves more and more since quality control with 3D imaging devices has become an important tool. The visualization of seismic data in the oil and gas industry as well as all the scientific disciplines where voxel data is scanned or computed are additional markets for voxel graphics.
   
Q4 Can VG Studio Max generate 3D Voxels from point clouds datas (3D scanner)?
A4 Not yet. It might be able in near future if the market requests it.
   
Q5 What are the features of VGStudio Max in the field of visualisation and collaborate work?
A5 VGStudio MAX is capable to visualize nearly any kind of voxel data. The range reaches from greyscale to true colour, from 8 Bit integer to 32 Bit floating-point data. Objects can be rendered with different rendering algorithms, e.g. volume raytracer with full shading support, maximum projection methods and many more. Opacity and colour mapping is also possible as well as it offers all kind of clipping support. A simple but easy to use animation rendering tool is a standard feature of VGStudio MAX. This tool is used by scientists or engineers to present their analysis results as well as by professionals in the animation industry. We haven't developed solutions for collaborate work yet. However this is not because of any technical limitations of voxel graphics. Most users in all the major applications where VGStudio MAX is used don't ask for a collaborate work environment. VGStudio MAX is typically used by a single engineer or a scientist who analyzes, visualizes or animates his data. The analysis results of course are distributed but people typically don't work on one data set at the time.
   
Q6 Is it possible to display both Voxel and meshes in the same 3D scene?
A6 Yes our VGLR graphics technology was developed with the idea of a seamlessly OpenGL integration in mind. VGLR allows to integrate polygonal objects into voxel scenes or vice versa.
   
Q7 VG studio Max creates presentations for industrie/science ; but can it displays realistic models too (with "texture-like" models)?
A7 Today VGStudio MAX is still based on our former VGLR 2.x technology. We will soon show the next generation VGLR 3.x in our application software. The VGLR 3.x renderer probably creates more realistic images form scanned objects than any of the most advance polygonal renderes from designed objects. Images rendered from true colour data sets like the famous visible human data set have proven this.
   
Q8 Is it possible to use your tools combining with Virtual Reality displays and interfaces?
A8 Yes, VGLR 3.x can be used to develop such solutions just in the same extend as OpenGL. Our application software already supports VR devices like auto-stereoscopic or head-mounted displays.
   
Q9 Can Voxel display take advantage of 3D hardware capabilities (OpenGL/DirectX)?
A9 In the past the graphics hardware was not powerful and flexible enough. Modern graphics hardware comes with larger and larger on board memory. In addition the graphics chipsets include more and more freely programmable units. Therefore we can use today's graphics boards with up to 512 MB onboard memory to visualize small and medium voxel data sets more and more efficient. We have sown already at SIGGRAPH 2002 a first prototype of a volume renderer with shading support implemented completely on a 3DLabs Wildcat VP board. Our VGLR technology already takes advantage of today's most advanced graphics hardware and its future proofed architecture allows us to integrate any upcoming graphics hardware into the VGLR framework.
   
Q10 What kind of performances benefits can users expect from using your product with a 64 bit processors workstation (VG Studio is one of the first 3D software that take advantage of both I64 and AMD64 instructions) ?
A10 The performance of the software renderer in VGLR depend mainly on the pure computing power of the CPU. There is no direct advantage in terms of performance when using 64 Bit CPUs as long as they don't provide more computing power that today's 32 Bit CPUs. However the main advantage of 64 Bit platforms is their capability to deal with data sets of several GB in size. Our VGLR technology was able to deal with data sets much larger than 1GB already on 32 Bit platforms. With 64 Bit platforms we are now only limited by the available system memory and the available computing power and no longer by a 32 Bit address space.
Our customers today have already to deal with 8GB data sets in their all day work. They handle these data sets with Intel Itanium or AMD Opteron systems and specialised software we developed for these platforms. Larger data set provide a higher level of detail. This allows our customers, e.g. to see even smaller defects or lesions. In the same ways 64 Bit platforms enable us to render even more photo realistic images.
   
Q11 Voxel data are often considered to be difficult to manipulate and animate, is it true?
A11 Well this opinion was caused by the fact that there was no application software available for these tasks. Some years ago there was no real market for a software tool that manipulates or animates voxel data. Voxel data has been something exotic. This has changed. We now have plenty of examples where we can see that voxel data has become a not only a common but also a "famous" kind of data. Probably the best example for a famous voxel data set is the NIH Visible Human data set. Images rendered and models generated from this data set have been used all over the world for education, advertising and entertainment. When we started Volume Graphics back in 1997 we had to explain everybody what voxel data is. We don't have to explain this anymore since several years now. With the availability of more powerful hardware, people generated more voxel data and companies like Volume Graphics now offer all kind of: Solutions about Voxels.
   
Q12 Can Voxel datas be compressed for fast data transfert (mail, internet) ? Do you plan to develop a web player ?
A12 There is no difference between 3D voxel data and 2D pixel data except the additional dimension. A pixmap is just a voxel data set with only one slice image. The same methods used for 2D image data can be used to compress 3D voxel data. The simplest example is JPEG compression. However we have the third dimension within a voxel data set and therefore we have to transfer more data of course. However with the continuous increase of internet bandwidth it is no principle problem anymore to transfer small and medium voxel data sets via the internet. We already exchange voxel data set with our customers via internet in our all day work.
There was no market for a web player in the past. We have some requests and some ideas how our customers might take advantage of web-based data exchange. With the ongoing technological progress in networking technologies we might see voxel graphics based web-tools a tool in future
   
   
   
 
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