首页 > 最新文献

Symposium on Volume Visualization and Graphics, 2002. Proceedings. IEEE / ACM SIGGRAPH最新文献

英文 中文
Feature estimation for efficient streaming 高效流的特征估计
Naveen Kumar Polapally, R. Machiraju, D. Panda
In this paper we propose a method to estimate the number of primitives that are extracted from an iso-surface extraction procedure. A decimated version of the data is used to estimate the number of triangles at the finest resolution through a combinatorial audit of the features (iso-contours) and their changes across resolutions. The estimates allow for the efficient implementation of visualization pipelines across a spectrum of hardware platforms. We demonstrate the efficacy of our methods through suitable experiments with The Visible Woman dataset.
在本文中,我们提出了一种估计从等面提取过程中提取的原语数量的方法。数据的抽取版本通过对特征(等等高线)及其在不同分辨率下的变化进行组合审计来估计最佳分辨率下的三角形数量。这些估计允许在一系列硬件平台上有效地实现可视化管道。我们通过对the Visible Woman数据集的适当实验证明了我们的方法的有效性。
{"title":"Feature estimation for efficient streaming","authors":"Naveen Kumar Polapally, R. Machiraju, D. Panda","doi":"10.1109/SWG.2002.1226516","DOIUrl":"https://doi.org/10.1109/SWG.2002.1226516","url":null,"abstract":"In this paper we propose a method to estimate the number of primitives that are extracted from an iso-surface extraction procedure. A decimated version of the data is used to estimate the number of triangles at the finest resolution through a combinatorial audit of the features (iso-contours) and their changes across resolutions. The estimates allow for the efficient implementation of visualization pipelines across a spectrum of hardware platforms. We demonstrate the efficacy of our methods through suitable experiments with The Visible Woman dataset.","PeriodicalId":179293,"journal":{"name":"Symposium on Volume Visualization and Graphics, 2002. Proceedings. IEEE / ACM SIGGRAPH","volume":"7 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2002-10-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126606608","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Space-time points: 4D splatting on efficient grids 时空点:四维溅射在高效网格上
N. Neophytou, K. Mueller
4D datasets, such as time-varying datasets, usually come on 4D Cartesian Cubic (CC) grids. In this paper, we explore the use of 4D Body Centered Cubic (BCC) grids to provide a more efficient sampling lattice. We use this lattice in conjunction with a point-based renderer that further reduces the data into an RLE-encoded list of relevant points. We achieve compression ranging from 50 to 80% in our experiments. Our 4D visualization approach follows the hyperslice paradigm: the user first specifies a 4D slice to extract a 3D volume, which is then viewed using a regular point-based full volume renderer. The slicing of a 4D BCC volume yields a 3D BCC volume, which theoretically has 70% of the datapoints of an equivalent CC volume. We reach compressions close to this in practice. The visual quality of the rendered BCC volume is virtually identical with that obtained from the equivalent CC volume, at 70-80% of the CC grid rendering time. Finally, we also describe a 3.5D visualization approach that uses motion blur to indicate the transition of objects along the dimension orthogonal to the extracted hyperslice in one still image. Our approach uses interleaved rendering of a motion volume and the current iso-surface volume to acid the motion blurring effect with proper occlusion and depth relationships.
四维数据集,如时变数据集,通常出现在四维笛卡尔立方网格上。在本文中,我们探索了使用四维体心立方(BCC)网格来提供更有效的采样晶格。我们将此点阵与基于点的渲染器结合使用,该渲染器进一步将数据减少为rle编码的相关点列表。在我们的实验中,我们实现了50%到80%的压缩。我们的4D可视化方法遵循超切片范式:用户首先指定一个4D切片来提取3D体积,然后使用常规的基于点的全体积渲染器查看。4D BCC体积的切片产生3D BCC体积,理论上具有等效CC体积的70%的数据点。在实践中,我们达到了接近这个的压缩。渲染的BCC体的视觉质量几乎与等效CC体获得的视觉质量相同,在70-80%的CC网格渲染时间。最后,我们还描述了一种3.5D可视化方法,该方法使用运动模糊来指示物体沿着与提取的超切片正交的维度在一张静止图像中的过渡。我们的方法使用运动体和当前等表面体的交错渲染,通过适当的遮挡和深度关系来增强运动模糊效果。
{"title":"Space-time points: 4D splatting on efficient grids","authors":"N. Neophytou, K. Mueller","doi":"10.1109/SWG.2002.1226515","DOIUrl":"https://doi.org/10.1109/SWG.2002.1226515","url":null,"abstract":"4D datasets, such as time-varying datasets, usually come on 4D Cartesian Cubic (CC) grids. In this paper, we explore the use of 4D Body Centered Cubic (BCC) grids to provide a more efficient sampling lattice. We use this lattice in conjunction with a point-based renderer that further reduces the data into an RLE-encoded list of relevant points. We achieve compression ranging from 50 to 80% in our experiments. Our 4D visualization approach follows the hyperslice paradigm: the user first specifies a 4D slice to extract a 3D volume, which is then viewed using a regular point-based full volume renderer. The slicing of a 4D BCC volume yields a 3D BCC volume, which theoretically has 70% of the datapoints of an equivalent CC volume. We reach compressions close to this in practice. The visual quality of the rendered BCC volume is virtually identical with that obtained from the equivalent CC volume, at 70-80% of the CC grid rendering time. Finally, we also describe a 3.5D visualization approach that uses motion blur to indicate the transition of objects along the dimension orthogonal to the extracted hyperslice in one still image. Our approach uses interleaved rendering of a motion volume and the current iso-surface volume to acid the motion blurring effect with proper occlusion and depth relationships.","PeriodicalId":179293,"journal":{"name":"Symposium on Volume Visualization and Graphics, 2002. Proceedings. IEEE / ACM SIGGRAPH","volume":"90 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2002-10-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124563315","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 63
Haptics-based volumetric modeling using dynamic spline-based implicit functions 基于触觉的基于动态样条隐式函数的体积建模
Jing Hua, Hong Qin
This paper systematically presents a novel haptics-based volumetric modeling framework, which is founded upon volumetric implicit functions and powerful physics-based modeling. The volumetric implicit functions incorporate hierarchical B-splines, CSG-based functional composition, and knot insertion to facilitate multiresolution editing and level of details (LODs) control. Our dynamic volumes are semi-algebraic sets of implicit functions and are governed by the principle of dynamics, hence responding to sculpting forces in a natural and predictive manner. The versatility of our volumetric modeling affords users to easily modify both the geometry and the topology of modeled objects, while the inherent physical properties can offer an intuitive mechanism for direct manipulation. Moreover, we augment our modeling environment with a natural haptic interface, in order to take advantage of the additional realism associated with 3D haptic interaction. Coupling physics and haptics with implicit functions can realize all the potentials exhibited by volumetric modeling, physics-based modeling, and haptic interface. Furthermore, in order to directly manipulate existing volumetric datasets as well as point clouds, we develop a hierarchical fitting algorithm to reconstruct and represent discrete datasets using our continuous implicit functions, which permit users to further design and edit those 3D models in real-time using a large variety of haptic toolkits and visualize their interactive deformation at arbitrary resolution.
本文系统地提出了一种新的基于触觉的体积建模框架,该框架基于体积隐式函数和强大的基于物理的建模。体积隐式函数包括分层b样条,基于csg的功能组合和结插入,以促进多分辨率编辑和细节水平(lod)控制。我们的动态体量是隐式函数的半代数集合,由动力学原理控制,因此以自然和可预测的方式响应雕刻力。我们的体积建模的多功能性使用户可以轻松地修改建模对象的几何形状和拓扑结构,而固有的物理属性可以为直接操作提供直观的机制。此外,我们用自然触觉界面增强了我们的建模环境,以便利用与3D触觉交互相关的额外真实感。将物理和触觉与隐式函数耦合可以实现体积建模、基于物理的建模和触觉接口所展现的所有潜力。此外,为了直接操作现有的体积数据集以及点云,我们开发了一种分层拟合算法,使用我们的连续隐式函数来重建和表示离散数据集,这允许用户使用各种触觉工具包进一步设计和实时编辑这些3D模型,并以任意分辨率可视化其交互变形。
{"title":"Haptics-based volumetric modeling using dynamic spline-based implicit functions","authors":"Jing Hua, Hong Qin","doi":"10.1109/SWG.2002.1226510","DOIUrl":"https://doi.org/10.1109/SWG.2002.1226510","url":null,"abstract":"This paper systematically presents a novel haptics-based volumetric modeling framework, which is founded upon volumetric implicit functions and powerful physics-based modeling. The volumetric implicit functions incorporate hierarchical B-splines, CSG-based functional composition, and knot insertion to facilitate multiresolution editing and level of details (LODs) control. Our dynamic volumes are semi-algebraic sets of implicit functions and are governed by the principle of dynamics, hence responding to sculpting forces in a natural and predictive manner. The versatility of our volumetric modeling affords users to easily modify both the geometry and the topology of modeled objects, while the inherent physical properties can offer an intuitive mechanism for direct manipulation. Moreover, we augment our modeling environment with a natural haptic interface, in order to take advantage of the additional realism associated with 3D haptic interaction. Coupling physics and haptics with implicit functions can realize all the potentials exhibited by volumetric modeling, physics-based modeling, and haptic interface. Furthermore, in order to directly manipulate existing volumetric datasets as well as point clouds, we develop a hierarchical fitting algorithm to reconstruct and represent discrete datasets using our continuous implicit functions, which permit users to further design and edit those 3D models in real-time using a large variety of haptic toolkits and visualize their interactive deformation at arbitrary resolution.","PeriodicalId":179293,"journal":{"name":"Symposium on Volume Visualization and Graphics, 2002. Proceedings. IEEE / ACM SIGGRAPH","volume":"41 8","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2002-10-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"120884139","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 37
Interactive visualization of unstructured grids using hierarchical 3D textures 使用分层3D纹理的非结构化网格的交互式可视化
J. Leven, Jason J. Corso, J. Cohen, Subodh Kumar
We present a system for interactively rendering large, unstructured grids. Our approach is to voxelize the grid into a 3D voxel octree, and then to render the data using hierarchical, 3D texture mapping. This approach leverages the Current 3D texture mapping PC hardware for the problem of unstructured grid rendering. We specialize the 3D texture octree to the task of rendering unstructured grids through a novel pad and stencil algorithm, which distinguishes between data and non-data voxels. Both the voxelization and rendering processes efficiently manage large, out-of-core datasets. The system manages cache usage in main memory and texture memory, as well as bandwidths among disk, main memory, and texture memory. It also manages rendering load to achieve interactivity at all times. It maximizes a quality metric for a desired level of interactivity. It has been applied to a number of large data and produces high quality images at interactive, user-selectable frame rates using standard PC hardware.
我们提出了一个用于交互式绘制大型非结构化网格的系统。我们的方法是将网格体素化为3D体素八叉树,然后使用分层的3D纹理映射来渲染数据。这种方法利用当前的3D纹理映射PC硬件来解决非结构化网格渲染的问题。我们通过一种新颖的pad和stencil算法,将3D纹理八叉树专门用于渲染非结构化网格的任务,该算法区分了数据和非数据体素。体素化和渲染过程都可以有效地管理大型的非核心数据集。系统管理主存和纹理内存中的缓存使用情况,以及磁盘、主存和纹理内存之间的带宽。它还管理呈现负载,以始终实现交互性。它为期望的交互性级别最大化了质量度量。它已应用于大量的大数据,并产生高质量的图像在交互式,用户可选择的帧率使用标准PC硬件。
{"title":"Interactive visualization of unstructured grids using hierarchical 3D textures","authors":"J. Leven, Jason J. Corso, J. Cohen, Subodh Kumar","doi":"10.1109/SWG.2002.1226508","DOIUrl":"https://doi.org/10.1109/SWG.2002.1226508","url":null,"abstract":"We present a system for interactively rendering large, unstructured grids. Our approach is to voxelize the grid into a 3D voxel octree, and then to render the data using hierarchical, 3D texture mapping. This approach leverages the Current 3D texture mapping PC hardware for the problem of unstructured grid rendering. We specialize the 3D texture octree to the task of rendering unstructured grids through a novel pad and stencil algorithm, which distinguishes between data and non-data voxels. Both the voxelization and rendering processes efficiently manage large, out-of-core datasets. The system manages cache usage in main memory and texture memory, as well as bandwidths among disk, main memory, and texture memory. It also manages rendering load to achieve interactivity at all times. It maximizes a quality metric for a desired level of interactivity. It has been applied to a number of large data and produces high quality images at interactive, user-selectable frame rates using standard PC hardware.","PeriodicalId":179293,"journal":{"name":"Symposium on Volume Visualization and Graphics, 2002. Proceedings. IEEE / ACM SIGGRAPH","volume":"27 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2002-10-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122036802","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 40
Hardware-based view-independent cell projection 基于硬件的独立于视图的单元投影
Manfred Weiler, M. Kraus, Markus Merz, T. Ertl
We present the first, view-independent cell projection algorithm for off-the-shelf programmable graphics hardware. Our implementation performs all computations for the projection and scan conversion of a set of tetrahedra on the graphics hardware and is therefore compatible with many of the hardware-accelerated optimizations for polygonal graphics, e.g. OpenGL vertex arrays and display lists. Apart from our actual implementation, we discuss potential improvements on future, more flexible graphics hardware and applications to interactive volume visualization of unstructured meshes.
我们提出了第一种用于现成可编程图形硬件的独立于视图的单元投影算法。我们的实现在图形硬件上执行一组四面体的投影和扫描转换的所有计算,因此与许多针对多边形图形的硬件加速优化兼容,例如OpenGL顶点数组和显示列表。除了我们的实际实现之外,我们还讨论了未来的潜在改进,更灵活的图形硬件和应用程序,以实现非结构化网格的交互式体积可视化。
{"title":"Hardware-based view-independent cell projection","authors":"Manfred Weiler, M. Kraus, Markus Merz, T. Ertl","doi":"10.1109/SWG.2002.1226505","DOIUrl":"https://doi.org/10.1109/SWG.2002.1226505","url":null,"abstract":"We present the first, view-independent cell projection algorithm for off-the-shelf programmable graphics hardware. Our implementation performs all computations for the projection and scan conversion of a set of tetrahedra on the graphics hardware and is therefore compatible with many of the hardware-accelerated optimizations for polygonal graphics, e.g. OpenGL vertex arrays and display lists. Apart from our actual implementation, we discuss potential improvements on future, more flexible graphics hardware and applications to interactive volume visualization of unstructured meshes.","PeriodicalId":179293,"journal":{"name":"Symposium on Volume Visualization and Graphics, 2002. Proceedings. IEEE / ACM SIGGRAPH","volume":"3 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2002-10-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130196673","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 89
Time-critical multiresolution volume rendering using 3D texture mapping hardware 时间关键的多分辨率体渲染使用3D纹理映射硬件
Xinyue Li, Han-Wei Shen
This paper presents a LOD selection algorithm for multiresolution volume rendering using 3D texture mapping hardware. The goal of the algorithm is to select appropriate LODs automatically from a volume hierarchy so that the rendering speed will match the user's desired frame rate. To achieve this goal, we devise an intra-frame predictive-reactive scheme, which controls the rendering time by collecting run-time performance statistics and performing dynamic LOD selections. Our algorithm takes into account user-specified volume importance criteria when distributing the time budget, so regions of interest can be rendered at a higher quality. Experiments showed that our algorithm can control the rendering speed with less than 10% of error from the user's target frame rate.
提出了一种基于三维纹理映射硬件的多分辨率体绘制LOD选择算法。该算法的目标是从卷层次结构中自动选择合适的lod,使渲染速度与用户期望的帧速率相匹配。为了实现这一目标,我们设计了一种帧内预测响应方案,该方案通过收集运行时性能统计数据和执行动态LOD选择来控制呈现时间。我们的算法在分配时间预算时考虑了用户指定的体积重要性标准,因此可以以更高的质量渲染感兴趣的区域。实验表明,我们的算法可以控制渲染速度,与用户的目标帧率误差小于10%。
{"title":"Time-critical multiresolution volume rendering using 3D texture mapping hardware","authors":"Xinyue Li, Han-Wei Shen","doi":"10.1109/SWG.2002.1226507","DOIUrl":"https://doi.org/10.1109/SWG.2002.1226507","url":null,"abstract":"This paper presents a LOD selection algorithm for multiresolution volume rendering using 3D texture mapping hardware. The goal of the algorithm is to select appropriate LODs automatically from a volume hierarchy so that the rendering speed will match the user's desired frame rate. To achieve this goal, we devise an intra-frame predictive-reactive scheme, which controls the rendering time by collecting run-time performance statistics and performing dynamic LOD selections. Our algorithm takes into account user-specified volume importance criteria when distributing the time budget, so regions of interest can be rendered at a higher quality. Experiments showed that our algorithm can control the rendering speed with less than 10% of error from the user's target frame rate.","PeriodicalId":179293,"journal":{"name":"Symposium on Volume Visualization and Graphics, 2002. Proceedings. IEEE / ACM SIGGRAPH","volume":"266 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2002-10-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115663832","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 31
Dynamic triangulation of variational implicit surfaces using incremental Delaunay tetrahedralization 使用增量Delaunay四面体化的变分隐式曲面的动态三角剖分
B. Crespin
In this paper, we present a novel method to triangulate variational implicit surfaces. The core of the algorithm is an incremental Delaunay tetrahedralization of the constraint points defining the surface; it can be refined over time by adding new points around the surface as needed. Each tetrahedron that crosses the surface can then be triangulated to locally approximate the surface. This method allows getting several meshes of the same shape at different resolutions, which can be updated dynamically when adding new constraint points. This level-of-detail property makes variational surfaces more appealing for applications such as interactive modeling.
本文提出了一种新的变分隐式曲面三角化方法。该算法的核心是定义曲面的约束点的增量Delaunay四面体化;随着时间的推移,可以根据需要在表面周围添加新的点。然后,每个穿过表面的四面体都可以被三角化,以在局部近似于表面。该方法允许在不同分辨率下获得相同形状的多个网格,并且可以在添加新的约束点时动态更新。这种细节级别属性使得变分表面对交互建模等应用程序更有吸引力。
{"title":"Dynamic triangulation of variational implicit surfaces using incremental Delaunay tetrahedralization","authors":"B. Crespin","doi":"10.1109/SWG.2002.1226512","DOIUrl":"https://doi.org/10.1109/SWG.2002.1226512","url":null,"abstract":"In this paper, we present a novel method to triangulate variational implicit surfaces. The core of the algorithm is an incremental Delaunay tetrahedralization of the constraint points defining the surface; it can be refined over time by adding new points around the surface as needed. Each tetrahedron that crosses the surface can then be triangulated to locally approximate the surface. This method allows getting several meshes of the same shape at different resolutions, which can be updated dynamically when adding new constraint points. This level-of-detail property makes variational surfaces more appealing for applications such as interactive modeling.","PeriodicalId":179293,"journal":{"name":"Symposium on Volume Visualization and Graphics, 2002. Proceedings. IEEE / ACM SIGGRAPH","volume":"51 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2002-10-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126590335","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 15
Shape retaining chain linked model for real-time volume haptic rendering 形状保持链链接模型实时体触觉渲染
Jinah Park, Sang-Youn Kim, Seung-Woo Son, D. Kwon
Haptic rendering is the process of computing and generating forces in response to user interactions with virtual objects. While we speak of real-time volume rendering for visualization, we are still very much limited to Surface models for manipulation due to overwhelming computational requirements for volumetric models. In this paper, we propose a new volumetric deformable model that is suitable for volume haptic interactions. The volume elements of our proposed model are linked to their nearest neighbors and their displacements are transformed into potential energy of the virtual object. The original 3D ChainMail algorithm does not account the fact that the residual energy left in the object after some interactions becomes a critical problem in haptic rendering. We present the shape-retaining chain linked model, which allows for fast and realistic deformation of elastic objects. Furthermore, we incorporate force-voltage analogy (duality) concepts into the proposed shape-retaining chain linked representation in order to develop a fast volumetric haptic model that is Suitable for realtime applications. We experimented with homogenous and non-homogenous virtual objects of size 75/spl times/75/spl times/75 volume elements, and we were able to verify real-time and realistic haptic interaction with a 3DOF PHANToM/spl trade/ haptic device.
触觉渲染是计算和产生力的过程,以响应用户与虚拟物体的交互。当我们谈到可视化的实时体渲染时,由于体积模型的巨大计算需求,我们仍然非常局限于表面模型的操作。在本文中,我们提出了一个新的体积可变形模型,适用于体积触觉相互作用。我们提出的模型的体积元与它们最近的邻居相连,它们的位移转化为虚拟物体的势能。原始的3D ChainMail算法没有考虑到物体在某些交互作用后留下的剩余能量成为触觉渲染中的一个关键问题。我们提出了保持形状的链连接模型,它允许弹性物体快速和真实的变形。此外,我们将力电压类比(对偶性)概念融入到所提出的形状保持链连接表示中,以开发适合实时应用的快速体积触觉模型。我们对大小为75/spl倍/75/spl倍/75体积元素的同质和非同质虚拟物体进行了实验,并且我们能够通过3DOF PHANToM/spl贸易/触觉设备验证实时和逼真的触觉交互。
{"title":"Shape retaining chain linked model for real-time volume haptic rendering","authors":"Jinah Park, Sang-Youn Kim, Seung-Woo Son, D. Kwon","doi":"10.1109/SWG.2002.1226511","DOIUrl":"https://doi.org/10.1109/SWG.2002.1226511","url":null,"abstract":"Haptic rendering is the process of computing and generating forces in response to user interactions with virtual objects. While we speak of real-time volume rendering for visualization, we are still very much limited to Surface models for manipulation due to overwhelming computational requirements for volumetric models. In this paper, we propose a new volumetric deformable model that is suitable for volume haptic interactions. The volume elements of our proposed model are linked to their nearest neighbors and their displacements are transformed into potential energy of the virtual object. The original 3D ChainMail algorithm does not account the fact that the residual energy left in the object after some interactions becomes a critical problem in haptic rendering. We present the shape-retaining chain linked model, which allows for fast and realistic deformation of elastic objects. Furthermore, we incorporate force-voltage analogy (duality) concepts into the proposed shape-retaining chain linked representation in order to develop a fast volumetric haptic model that is Suitable for realtime applications. We experimented with homogenous and non-homogenous virtual objects of size 75/spl times/75/spl times/75 volume elements, and we were able to verify real-time and realistic haptic interaction with a 3DOF PHANToM/spl trade/ haptic device.","PeriodicalId":179293,"journal":{"name":"Symposium on Volume Visualization and Graphics, 2002. Proceedings. IEEE / ACM SIGGRAPH","volume":"147 ","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2002-10-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"113990003","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 34
OpenGL volumizer: a toolkit for high quality volume rendering of large data sets OpenGL volumizer:一个用于大数据集的高质量体积渲染的工具包
Praveen Bhaniramka, Y. Demange
We present the OpenGL Volumizer API for interactive, high-quality, scalable visualization of large volumetric data sets. Volumizer provides a high-level interface to OpenGL hardware to allow application writers and researchers to visualize multiple gigabytes of volumetric data. Use of multiple graphics pipes scales rendering performance and system resources including pixel-fill rate and texture memory size. Volume roaming and multi-resolution volume rendering provide alternatives for interactive visualization of volume data. We combine the concepts of roaming and multi-resolution to introduce 3D Clip-Textures, an efficient technique to visualize arbitrarily large volume data by judiciously organizing and paging them to local graphics resources from storage peripherals. Volumetric shaders provide an interface for high quality volume rendering along with implementing new visualization techniques. This paper gives an overview of the API along with a discussion of large data visualization techniques used by Volumizer.
我们提出了OpenGL Volumizer API,用于大型体积数据集的交互式、高质量、可扩展的可视化。Volumizer为OpenGL硬件提供了一个高级接口,允许应用程序编写人员和研究人员可视化多个gb的体积数据。使用多个图形管道可扩展渲染性能和系统资源,包括像素填充率和纹理内存大小。卷漫游和多分辨率卷绘制为卷数据的交互式可视化提供了替代方案。我们将漫游和多分辨率的概念结合起来,引入3D Clip-Textures,这是一种有效的技术,可以通过明智地组织和分页存储外设的本地图形资源来可视化任意大容量数据。体积着色器为高质量的体积渲染提供了一个界面,同时实现了新的可视化技术。本文概述了该API,并讨论了Volumizer使用的大数据可视化技术。
{"title":"OpenGL volumizer: a toolkit for high quality volume rendering of large data sets","authors":"Praveen Bhaniramka, Y. Demange","doi":"10.1109/SWG.2002.1226509","DOIUrl":"https://doi.org/10.1109/SWG.2002.1226509","url":null,"abstract":"We present the OpenGL Volumizer API for interactive, high-quality, scalable visualization of large volumetric data sets. Volumizer provides a high-level interface to OpenGL hardware to allow application writers and researchers to visualize multiple gigabytes of volumetric data. Use of multiple graphics pipes scales rendering performance and system resources including pixel-fill rate and texture memory size. Volume roaming and multi-resolution volume rendering provide alternatives for interactive visualization of volume data. We combine the concepts of roaming and multi-resolution to introduce 3D Clip-Textures, an efficient technique to visualize arbitrarily large volume data by judiciously organizing and paging them to local graphics resources from storage peripherals. Volumetric shaders provide an interface for high quality volume rendering along with implementing new visualization techniques. This paper gives an overview of the API along with a discussion of large data visualization techniques used by Volumizer.","PeriodicalId":179293,"journal":{"name":"Symposium on Volume Visualization and Graphics, 2002. Proceedings. IEEE / ACM SIGGRAPH","volume":"48 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2002-10-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125667744","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 53
A two-step approach for interactive pre-integrated volume rendering of unstructured grids 非结构化网格交互式预集成体绘制的两步法
S. Röttger, T. Ertl
In the area of volume visualization the cell projection technique is used widely to display unstructured tetrahedral grids. In this field, the pre-integration of the ray integral has proven to be a powerful method for the display of tetrahedral grids with high quality and at interactive frame rates. Besides the actual performance of the projected tetrahedra algorithm of Shirley and Tuchman, the degree of interactivity is also limited by the update rate of the pre-integrated ray integral and the performance of the graphics card at high screen resolutions. In order to widen those two bottlenecks, we propose a hardware-accelerated pre-integration approach and a rendering method which applies standard 2D texture mapping instead of the previously used 3D texturing. As a result, the update rate of the transfer function is increased by almost a factor of hundred and the rasterization of the tetrahedra is sped up by up to a factor of three without degrading accuracy. As a side effect, pre-integrated unstructured volume rendering can be utilized on a broader range of graphics platforms, since the support of 2D texture mapping is much more common. In summary, our two-step approach greatly increases the interactivity of unstructured pre-integrated volume rendering allowing for a much wider area of application.
在体可视化领域,单元投影技术被广泛用于显示非结构化四面体网格。在这一领域,射线积分的预积分已被证明是显示高质量和交互式帧率的四面体网格的有效方法。除了Shirley和Tuchman的投影四面体算法的实际性能外,交互程度还受到预积分射线积分的更新速度和显卡在高屏幕分辨率下的性能的限制。为了扩大这两个瓶颈,我们提出了一种硬件加速的预集成方法和一种采用标准2D纹理映射而不是以前使用的3D纹理映射的渲染方法。结果,传递函数的更新速度提高了近一百倍,四面体的栅格化速度提高了三倍而不降低精度。作为一个副作用,预集成的非结构化体渲染可以在更广泛的图形平台上使用,因为对2D纹理映射的支持更为普遍。总之,我们的两步方法极大地提高了非结构化预集成体渲染的交互性,允许更广泛的应用领域。
{"title":"A two-step approach for interactive pre-integrated volume rendering of unstructured grids","authors":"S. Röttger, T. Ertl","doi":"10.1109/SWG.2002.1226506","DOIUrl":"https://doi.org/10.1109/SWG.2002.1226506","url":null,"abstract":"In the area of volume visualization the cell projection technique is used widely to display unstructured tetrahedral grids. In this field, the pre-integration of the ray integral has proven to be a powerful method for the display of tetrahedral grids with high quality and at interactive frame rates. Besides the actual performance of the projected tetrahedra algorithm of Shirley and Tuchman, the degree of interactivity is also limited by the update rate of the pre-integrated ray integral and the performance of the graphics card at high screen resolutions. In order to widen those two bottlenecks, we propose a hardware-accelerated pre-integration approach and a rendering method which applies standard 2D texture mapping instead of the previously used 3D texturing. As a result, the update rate of the transfer function is increased by almost a factor of hundred and the rasterization of the tetrahedra is sped up by up to a factor of three without degrading accuracy. As a side effect, pre-integrated unstructured volume rendering can be utilized on a broader range of graphics platforms, since the support of 2D texture mapping is much more common. In summary, our two-step approach greatly increases the interactivity of unstructured pre-integrated volume rendering allowing for a much wider area of application.","PeriodicalId":179293,"journal":{"name":"Symposium on Volume Visualization and Graphics, 2002. Proceedings. IEEE / ACM SIGGRAPH","volume":"224 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2002-10-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116764289","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 73
期刊
Symposium on Volume Visualization and Graphics, 2002. Proceedings. IEEE / ACM SIGGRAPH
全部 Acc. Chem. Res. ACS Applied Bio Materials ACS Appl. Electron. Mater. ACS Appl. Energy Mater. ACS Appl. Mater. Interfaces ACS Appl. Nano Mater. ACS Appl. Polym. Mater. ACS BIOMATER-SCI ENG ACS Catal. ACS Cent. Sci. ACS Chem. Biol. ACS Chemical Health & Safety ACS Chem. Neurosci. ACS Comb. Sci. ACS Earth Space Chem. ACS Energy Lett. ACS Infect. Dis. ACS Macro Lett. ACS Mater. Lett. ACS Med. Chem. Lett. ACS Nano ACS Omega ACS Photonics ACS Sens. ACS Sustainable Chem. Eng. ACS Synth. Biol. Anal. Chem. BIOCHEMISTRY-US Bioconjugate Chem. BIOMACROMOLECULES Chem. Res. Toxicol. Chem. Rev. Chem. Mater. CRYST GROWTH DES ENERG FUEL Environ. Sci. Technol. Environ. Sci. Technol. Lett. Eur. J. Inorg. Chem. IND ENG CHEM RES Inorg. Chem. J. Agric. Food. Chem. J. Chem. Eng. Data J. Chem. Educ. J. Chem. Inf. Model. J. Chem. Theory Comput. J. Med. Chem. J. Nat. Prod. J PROTEOME RES J. Am. Chem. Soc. LANGMUIR MACROMOLECULES Mol. Pharmaceutics Nano Lett. Org. Lett. ORG PROCESS RES DEV ORGANOMETALLICS J. Org. Chem. J. Phys. Chem. J. Phys. Chem. A J. Phys. Chem. B J. Phys. Chem. C J. Phys. Chem. Lett. Analyst Anal. Methods Biomater. Sci. Catal. Sci. Technol. Chem. Commun. Chem. Soc. Rev. CHEM EDUC RES PRACT CRYSTENGCOMM Dalton Trans. Energy Environ. Sci. ENVIRON SCI-NANO ENVIRON SCI-PROC IMP ENVIRON SCI-WAT RES Faraday Discuss. Food Funct. Green Chem. Inorg. Chem. Front. Integr. Biol. J. Anal. At. Spectrom. J. Mater. Chem. A J. Mater. Chem. B J. Mater. Chem. C Lab Chip Mater. Chem. Front. Mater. Horiz. MEDCHEMCOMM Metallomics Mol. Biosyst. Mol. Syst. Des. Eng. Nanoscale Nanoscale Horiz. Nat. Prod. Rep. New J. Chem. Org. Biomol. Chem. Org. Chem. Front. PHOTOCH PHOTOBIO SCI PCCP Polym. Chem.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1