Hardware-Accelerated Projection of Seismic Attributes on Large-Scale Adaptive Horizons

in: 25th gOcad Meeting, ASGA

Abstract

A common way of visualizing seismic attributes is to project them onto horizons represented by 2D elevation maps. Such projection is based on an offset that defines the vertical signed distance to the horizon from which attributes must be projected. This is usually achieved by extracting 2D textures from the seismic volume and painting horizons with 2D texture mapping. Such approach may become prohibitive as the size of horizons and seismic cubes becomes too large. Indeed, common display of horizons is based on display lists, which size and flexibility are limited. Besides, static extraction of 2D textures from the seismic volume may become time-consumming and very restrictive as it is necessary to extract the texture each time the offset is modified. To make interactive projection onto horizons possible, we first have implemented a view-dependent level-of-detail based on a quadtree decomposition of 2D elevation maps. The modeling and shading parts have been decoupled in order to provide a pixel-level visual resolution with a minimum number of polygons. Dynamic viewdependent decimation is made possible by the use of vertex arrays and we avoid “popping” artifacts with geomorphing implemented in a vertex shader. Seismic attributes are projected in real-time via 3D texture mapping on the graphics board. Our 3D texture implementation is based on volume bricking and volume paging for efficiently managing large volumes.

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    BibTeX Reference

    @inproceedings{CastaniéRM2005,
     abstract = { A common way of visualizing seismic attributes is to project them onto horizons represented by 2D elevation maps. Such projection is based on an offset that defines the vertical signed distance to the horizon from which attributes must be projected. This is usually achieved by extracting 2D textures from the seismic volume and painting horizons with 2D texture mapping. Such approach may become prohibitive as the size of horizons and seismic cubes becomes too large. Indeed, common display of horizons is based on display lists, which size and flexibility are limited. Besides, static extraction of 2D textures from the seismic volume may become time-consumming and very restrictive as it is necessary to extract the texture each time the offset is modified. To make interactive projection onto horizons possible, we first have implemented a view-dependent level-of-detail based on a quadtree decomposition of 2D elevation maps. The modeling and shading parts have been decoupled in order to provide a pixel-level visual resolution with a minimum number of polygons. Dynamic viewdependent decimation is made possible by the use of vertex arrays and we avoid “popping” artifacts with geomorphing implemented in a vertex shader. Seismic attributes are projected in real-time via 3D texture mapping on the graphics board. Our 3D texture implementation is based on volume bricking and volume paging for efficiently managing large volumes. },
     author = { Castanié, Laurent AND Bosquet, Fabien AND Levy, Bruno },
     booktitle = { 25th gOcad Meeting },
     month = { "june" },
     publisher = { ASGA },
     title = { Hardware-Accelerated Projection of Seismic Attributes on Large-Scale Adaptive Horizons },
     year = { 2005 }
    }