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Dave Bock makes it look easy. Like all people who know their jobs well, he can zip through the many steps required to produce a high-quality, highly detailed visualization. For a beginner, it takes time to understand visualization paradigms and to learn the software. But it isn't magic and it isn't beyond the comprehension of the "average" computational researcher.

Traditionally, high-fidelity, production-oriented visualization imagery has been generated by specialists like Bock who are experienced in working with data and visualization primitives using a variety of visualization software tools, custom programs, scripts, converters, and commercial rendering software. Bock is so good at his work that, in addition to his NCSA job as a visualization specialist, he is an instructor of computer graphics at Parkland College in Champaign, IL.

Recently he was interviewed by Computer Graphics World about some new techniques he developed to produce visualizations using Pixar's RenderMan software (generally used for entertainment applications), the Blue Moon Rendering Toolkit (BMRT), and his home-grown software. That article did not delve into the many-step production process Bock follows to produce images. Fortunately, Bock's own web pages provide details about the process, affording non-specialists a chance to learn more.

Storm images

Bock's new techniques, termed "visualization shading," leverages the same technology used by Hollywood artists for special effects and animated features such as Toy Story and Bug's Life. Using Pixar's RenderMan software, Bock encapsulates visualization algorithms used to transform data into modules, called shaders, used by Pixar's high-quality rendering software. In this manner, data are rendered or shaded directly. In typical visualization systems, many mapping routines generate intermediate geometry that is rendered by a separate, closed hardware or software rendering engine for the final imagery. By encapsulating the mapping algorithm within a shader, data are directly mapped to the final image thereby removing the necessity for intermediate geometry.

This process of "shading the data" lends itself well to exploring, developing, and accurately combining representation techniques bringing further insight and understanding to the underlying data. More recently, RenderMan's new C++ shadeop functionality has provided the capability to develop more elegant data shaders using previously written C++ classes Bock has developed to perform general data management, filtering, and visualization mapping methods.

Motivation for Bock's work is to provide scientists with the ability to create sophisticated, high-quality scientific imagery without the need for a dedicated visualization specialist or extensive training in high-end animation/rendering software.

rainwater image

In addition to the shaders, Bock has also been building front-end system components whereby scientists can read in data, investigate, and render with various visualization shaders. Such a system manages these processes within a single easy-to-use tool putting the power of this specialized procedure in the hands of the scientists and researchers. This tool aims to bridge the gap between interactive visualization and analysis systems and sophisticated, commercial animation and rendering packages. His enhancements manage these processes within a single relatively easy-to-use tool that gives visualization know-how to scientists and researchers, letting them investigate their own data.

Bock's goal is to make his front-end system components as well as the many visual shaders available to the general science community soon. He promises an announcment in an up-coming issue of data link.

Buckyball image

The process to follow to "do as Dave does" and render a complete image from your dataset is not for the uninitiated. Review the process he followed earlier this year when he collaborated with researchers from NCSA and SUNY-Stony Brook to visualize colliding neutron stars. Bock has collaborated on other projects using these techniques, including a method to ray-trace Adaptive Mesh Refinement (AMR) data sets implemented as a RenderMan shader (title image and below left), a volumetric and geometric representation of the electron AMR image
density distribution of the C60 (buckyball) molecule (right), and rainwater distribution in an evolving thunderstorm simulation (paired and middle images). His recent buckyball rendering was featured on the September cover of Physics Today.

Bock and the other members of the Visualization and Virtual Environment team are interested in pushing the technology even further. If your research offers challenges that might help them refine their techniques and tools, contact Associate Director Polly Baker.