Turn up the volume(s)!
Presentations in this session
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Super-Gaussian: Interactive Scene Editing for 3D Gaussian Splatting and NLI-Based Volume Visualization in Virtual Reality
Abstract
Despite the promise of virtual reality (VR) for intuitive spatial interaction, volume visualization (VolVis) in VR remains constrained by high rendering costs and motion discomfort. Recent advances have shown that representing volumetric scenes with 3D Gaussian splatting enables high-performance rendering, mitigating the computational latency typically associated with immersive 3D data exploration, thus making this representation well-suited for VR. However, existing Gaussian-based scene editing workflows remain limited by slow offline segmentation and fatigue-inducing manual selection. To address these challenges, we present Super-Gaussian, a novel VolVis framework that enhances scene editing and interaction in VR through intuitive 3D Gaussian selection and natural language interaction (NLI). Our approach groups Gaussian primitives into higher-level units via feature-aware clustering, enabling efficient selection of complex volumetric regions, such as tumors in medical images or filaments in cosmological data, without tedious point-by-point interaction. Building on this representation, we introduce a hierarchical select-and-refine workflow that combines random-walk-based region propagation, cluster selection, and point refinement, allowing users to progressively specify regions of interest with reduced effort. We further support on-the-fly text labeling of user-selected regions using NLI, allowing users to semantically query, interpret, and manipulate selected content within a visualization–perception–action loop. By integrating multimodal interaction, including speech, visual feedback, and spatial manipulation in VR, our framework supports intuitive and flexible exploration, editing, and scientific analysis of volumetric data. We demonstrate the effectiveness of Super-Gaussian through four representative case studies, quantitative selection benchmarks against existing Gaussian-based selection techniques, and system-level evaluations. Implementation details, experiments, and source code can be found on the project page: (https://smin0136.github.io/super-gaussian-project/).
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ESVR: 3D Ellipsoid-based Sparse Volume Rendering via Structure-aware Primitive Learning and Per-primitive Ray Sampling
Abstract
Efficient representation and rendering of large-scale sparse volumetric data remain challenging in scientific visualization, as meaningful structures often occupy only a small fraction of the spatial domain. While direct volume rendering (DVR) provides high-quality visualization, its computational and memory costs scale poorly with data size. Recent advances in 3D Gaussian Splatting (3DGS) address this challenge by representing volumetric scenes with compact geometric primitives, enabling efficient, high-fidelity rendering. However, existing 3DGS-based methods learn from DVR rendered images rather than raw volumes, leading to information loss and limiting flexible transfer function control for interactive exploration. To address these limitations, we propose ESVR, an ellipsoid-based sparse volume rendering framework that directly learns and renders volumetric data in 3D space. Our method combines differentiable ellipsoidal primitives with bounded support, structure-aware primitive learning with complementary pruning, and a per-primitive ray sampling strategy for fast and accurate transfer function mapping. To support large-scale datasets, we further introduce a chunk-based optimization scheme with ghost ellipsoids, providing boundary context during training. Across large sparse datasets, ESVR achieves up to four orders of magnitude compression and real-time rendering at 43–223 FPS while maintaining competitive reconstruction quality.
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A Query-Efficient Stochastic Volume Rendering Framework for Time-Varying Implicit Neural Volumes
Abstract
Time-varying implicit neural representations (INRs) provide a compact representation of scientific volumes and, for modalities such as dynamic X-ray computed tomography (CT), are often the only practical way to represent the data. However, interactive volume rendering of INRs is challenging, as cheap memory lookups are replaced by expensive neural inferences, hindering the performance. Therefore, conventional volume rendering methods such as ray marching with dense sampling are often impractical. While resampling, caching, and retraining can mitigate this cost, they compromise convenience and accuracy and become impractical for time-varying data. We tackle these challenges using a query-efficient stochastic volume rendering framework based on delta tracking. Our system employs a four-stage pipeline that exploits heterogeneous parallelism, using ray tracing cores for traversal and tensor cores for batched neural evaluation. Furthermore, we present strategies to reduce INR queries via ray budgeting and query pruning, thereby increasing per-frame performance. Using our renderer, many time-varying INRs can be rendered directly from their original representation. The system achieves ~30-40 FPS at 1024x1024 resolution on an RTX 4090 GPU and converges to high-fidelity images. Moreover, the system enables interactive temporal exploration of the continuous domain, with timestep updates taking approximately 1-2 ms.
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Make the Fastest Faster: Importance Mask Synthesis for Interactive Volume Visualization using Reconstruction Neural Networks
Abstract
Visualizing a large-scale volumetric dataset with high resolution is challenging due to the substantial computational time and space complexity. Recent deep learning-based image inpainting methods significantly improve rendering latency by reconstructing a high-resolution image for visualization in constant time on GPU from a partially rendered image where only a portion of pixels go through the expensive rendering pipeline. However, existing solutions need to render every pixel of either a predefined regular sampling pattern or an irregular sample pattern predicted from a low-resolution image rendering. Both methods require a significant amount of expensive pixel-level rendering. In this work, we provide Importance Mask Learning (IML) and Synthesis (IMS) networks, which are the first attempts to directly synthesize important regions of the regular sampling pattern from the user's view parameters, to further minimize the number of pixels to render by jointly considering the dataset, user behavior, and the downstream reconstruction neural network. Our solution is a unified framework to handle various types of inpainting methods through the proposed differentiable compaction/decompaction layers. Experiments show our method can further improve the overall rendering latency of state-of-the-art volume visualization methods using reconstruction neural network for free when rendering scientific volumetric datasets. Our method can also directly optimize the off-the-shelf pre-trained reconstruction neural networks without elongated retraining.
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Visibility Optimization for Direct and Indirect Volume Rendering using Level Set Propagation
Abstract
Volumetric data arises in many scientific disciplines, describing the tissue in our body, the composition of the Earth, or the distribution of matter in the universe, to name a few. Such volume data is commonly visualized with direct methods such as ray marching, and with indirect methods such as isocontours. The combination of these approaches is fruitful to provide context and to enhance depth perception. A common challenge, however, is that three-dimensional data inherently leads to occlusions, for which visibility optimization techniques have been employed in the past. The joint visibility optimization of volumetric data (direct volume rendering) and surface geometry (indirect volume rendering) is challenging. With this paper, we provide an optimization approach in which explicit and implicit geometry, such as isocontours or closed context geometry, as well as the volume itself give way to reveal structures that have been identified as important by a user. We model the geometry implicitly as level set of a signed distance field, which is evolved under a normal flow to reduce the occlusion. The non-linear optimization involves gradient descent solvers, level set propagation, and multi-grid optimization. We compare our approach to previous visibility optimizations.
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Materializing Inter-Channel Relationships with Multi-Density Woodcock Tracking
Abstract
Volume rendering techniques for scientific visualization has recently shifted toward Monte Carlo (MC) methods for their flexibility and robustness, but their use in multi-channel visualization remains underexplored. Traditional multi-channel volume rendering often relies on arbitrary, non-physically-based color blending functions that hinder interpretation. We introduce multi-density Woodcock tracking, a simple extension of Woodcock tracking that leverages an MC method to produce high-fidelity, physically grounded multi-channel renderings without arbitrary blending. By generalizing Woodcock's distance tracking, we provide a unified blending modality that also integrates blending functions from prior works. We further implement effects that enhance boundary and feature recognition. By accumulating frames in real-time, our approach delivers high-quality visualizations with perceptual benefits, demonstrated on diverse datasets.
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MAGIC: Marching Cubes Isosurface Uncertainty Visualization for Gaussian Uncertain Data with Spatial Correlation
Abstract
In this paper, we study the propagation of data uncertainty through the marching cubes algorithm for isosurface visualization for correlated uncertain data. Consideration of correlation has been shown paramount for avoiding errors in uncertainty quantification and visualization in multiple prior studies. Although the problem of isosurface uncertainty with spatial data correlation has been previously addressed, there are two major limitations to prior treatments. First, there are no analytical formulations for uncertainty quantification of isosurfaces when the data uncertainty is characterized by a Gaussian distribution with spatial correlation. Second, as a consequence of the lack of analytical formulations, existing techniques resort to a Monte Carlo sampling approach, which is expensive and difficult to integrate into visualization tools. To address these limitations, we present a closed-form framework to efficiently derive uncertainty in marching cubes level-sets for Gaussian uncertain data with spatial correlation (MAGIC). To derive closed-form solutions, we leverage the Hinkley’s derivation on the ratio of Gaussian distributions. With our analytical framework, we achieve a significant speed-up and enhanced accuracy of uncertainty quantification over classical Monte Carlo methods. We further accelerate our analytical solutions using many-core processors to achieve speed-ups up to 585× and integrability with production visualization tools for broader impact. We demonstrate the effectiveness of our correlation-aware uncertainty framework through experiments on meteorology, urban flow, and astrophysics simulation datasets.