Scientific Visualizations with POV-Ray

With a little work, the Persistence of Vision Raytracer (POV-Ray) can be adapted to create stunning three-dimensional imagery from floating-point scientific data files.

I am a meteorologist at Central Michigan University doing research with collaborators at the University of Illinois on the behavior of supercell thunderstorms, the long-lived rotating monsters that wreak havoc across the Great Plains of the United States every spring. My primary tool for studying the behavior of these fearsome storms is a numerical model called NCOMMAS, a computer application written in FORTRAN 90 that uses the equations of physics to emulate the three-dimensional state of the atmosphere over time. This model produces an immense amount of data over the course of a four-hour thunderstorm simulation, on the order of 200GB, even when using a lossy compressed history file format. One of the great challenges I face in my research is finding ways to visualize this data in a way that provides scientific insight into the physical nature of the simulated storm.

One way to visualize 3-D data is to use a raytracer, a computer application that simulates the behavior of light interacting with virtual objects in three dimensions to create a bitmapped image (Figure 1). This bitmapped image can be displayed on a computer screen and/or saved to disk in an image format such as PPM or TIFF. The Persistence of Vision Raytracer, POV-Ray for short, is a popular open-source raytracer that caught my attention while I was working on my doctoral thesis at the University of Wisconsin in the mid-1990s. At the time, I was looking for software to visualize my 3-D model data of microbursts, severe downdrafts that sometimes descend from thunderstorm clouds. Being accustomed to the shared-source nature of the academic world and being a poor grad student, I was looking for free software distributed in source code form that I could download and modify to fit my own specific needs. POV-Ray was the logical choice for me then, and it continues to suit my needs today in creating raytraced representations of my research data.

Figure 1. An aerial view of the whole supercell thunderstorm cloud from a distance of about 30 kilometers, rendered with POV-Ray.

Rendering scientific data isn't the task for which POV-Ray was designed, however, and few researchers are using POV-Ray for rendering scientific data. Other raytracing packages geared toward the researcher doing work with numerical models exist, but they are proprietary and expensive. In this article, I outline the process of modifying POV-Ray so that isosurfaces of 3-D scientific data can be rendered natively.

Getting the Source

Although POV-Ray is distributed in binary form for Linux, Mac OS and Microsoft Windows, you need to obtain the source code in order to apply patches and make further customizations. I am using the latest version of POV-Ray available as of this writing, version 3.5. You need to select the Unix/Linux/Generic Source Code option from the POV-Ray download page. In addition, you need to obtain Ryouichi Suzuki's Density File extension patch (see the on-line Resources), which actually is a Zip file containing replacement source code for a handful of the POV-Ray files. The file pov35dfjs.zip should be unpacked in the povray-3.50c/src directory, where 13 files will be overwritten.

Scenes and Isosurfaces

POV-Ray works by reading a scene description file that contains all of the information necessary to create a bitmapped image. POV-Ray has its own scene description language, which is well documented on the POV-Ray Web site. If you never have used a raytracer before, I recommend familiarizing yourself with raytracer basics and POV-Ray's scene description file before making modifications to the source.

Items rendered in POV-Ray are called objects. Examples of objects include Box, Sphere, Torus and Plane. The user specifies where objects exist in the scene, what parameters to use in creating the objects, what color to make the objects, lighting parameters and so forth. These specifications are made in a scene description file, sometimes called a pov file because of the .pov suffix, which is a plain-text file parsed by POV-Ray at runtime.

One versatile object is the isosurface, a 3-D shape whose surface represents points where a function's value is constant. The constant value of the function is chosen by the user. POV-Ray contains many predefined objects that actually could be represented as isosurfaces. For instance, the following section from a scene description file would render a gray sphere with a radius of 0.7 units, centered at the origin, which is Cartesian gridpoint (0,0,0):


sphere
{
    <0,0,0>, 0.7
    pigment {rgb .5}
}

The same object could be rendered as an isosurface object in the following way:

#declare R = 0.7
isosurface
{
    function {x*x + y*y + z*z - R*R}
    pigment {rgb .5}
}

This works because the mathematical formula describing a sphere of radius R is:

x2 + y2 + z2 - R2 = 0

This versatility of the isosurface object makes it the object of choice for my thunderstorm images.

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