首页 > 最新文献

Proceedings Spring Conference on Computer Graphics最新文献

英文 中文
Automatic instancing of hierarchically organized objects 自动实例化分层组织的对象
Pub Date : 2001-04-25 DOI: 10.1109/SCCG.2001.945338
R. Schultz, Heidrun Schumann
Instancing is an approved concept to save space for the storage of three dimensional scenes. The authors propose an algorithm to automatically create instances from objects that are organized in a hierarchical scene graph. They present a definition of instancing and derive an algorithm from that. The authors also discuss results of tests done with their implementation of the algorithm and give options for further development.
实例化是一种被认可的概念,可以节省存储三维场景的空间。作者提出了一种从分层场景图中组织的对象中自动创建实例的算法。他们给出了实例化的定义,并从中推导出一个算法。作者还讨论了用算法实现的测试结果,并给出了进一步开发的选项。
{"title":"Automatic instancing of hierarchically organized objects","authors":"R. Schultz, Heidrun Schumann","doi":"10.1109/SCCG.2001.945338","DOIUrl":"https://doi.org/10.1109/SCCG.2001.945338","url":null,"abstract":"Instancing is an approved concept to save space for the storage of three dimensional scenes. The authors propose an algorithm to automatically create instances from objects that are organized in a hierarchical scene graph. They present a definition of instancing and derive an algorithm from that. The authors also discuss results of tests done with their implementation of the algorithm and give options for further development.","PeriodicalId":331436,"journal":{"name":"Proceedings Spring Conference on Computer Graphics","volume":"22 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2001-04-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125934688","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: 5
An octree isosurface codification based on discrete planes 基于离散平面的八叉树等值面编码
Pub Date : 2001-04-25 DOI: 10.1109/SCCG.2001.945347
I. Boada, I. Navazo
Describes a method to code a decimated model of an isosurface on an octree representation while maintaining volume data if it is needed. The proposed technique is based on grouping the marching cubes (MC) patterns into five configurations according the topology and the number of planes of the surface that are contained in a cell. Moreover, the discrete number of planes on which the surface lays is fixed. Starting from a complete volume octree, with the isosurface codified at terminal nodes according to the new configuration, a bottom-up strategy is taken for merging cells. Such a strategy allows one to implicitly represent co-planar faces in the upper octree levels without introducing any error. At the end of this merging process, when it is required, a reconstruction strategy is applied to generate the surface contained in the octree intersected leaves. Some examples with medical data demonstrate that a reduction of up to 50% in the number of polygons can be achieved.
描述一种方法,该方法在需要时保留体数据的同时,对八叉树表示上的等值面的抽取模型进行编码。该技术基于将行进立方体(MC)模式根据拓扑结构和单元中包含的表面平面数分组为五种构型。此外,表面所处平面的离散数是固定的。从一个完整的体积八叉树开始,根据新的配置在终端节点编码等值面,采用自底向上的策略进行单元合并。这种策略允许在不引入任何错误的情况下隐式地表示上八叉树级别的共面。在合并过程结束时,当需要时,应用重建策略生成包含在八叉树相交叶子中的表面。一些医疗数据的例子表明,多边形的数量最多可以减少50%。
{"title":"An octree isosurface codification based on discrete planes","authors":"I. Boada, I. Navazo","doi":"10.1109/SCCG.2001.945347","DOIUrl":"https://doi.org/10.1109/SCCG.2001.945347","url":null,"abstract":"Describes a method to code a decimated model of an isosurface on an octree representation while maintaining volume data if it is needed. The proposed technique is based on grouping the marching cubes (MC) patterns into five configurations according the topology and the number of planes of the surface that are contained in a cell. Moreover, the discrete number of planes on which the surface lays is fixed. Starting from a complete volume octree, with the isosurface codified at terminal nodes according to the new configuration, a bottom-up strategy is taken for merging cells. Such a strategy allows one to implicitly represent co-planar faces in the upper octree levels without introducing any error. At the end of this merging process, when it is required, a reconstruction strategy is applied to generate the surface contained in the octree intersected leaves. Some examples with medical data demonstrate that a reduction of up to 50% in the number of polygons can be achieved.","PeriodicalId":331436,"journal":{"name":"Proceedings Spring Conference on Computer Graphics","volume":"375 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2001-04-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114883344","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: 5
Multiresolution texture for photorealistic rendering 用于逼真渲染的多分辨率纹理
Pub Date : 2001-04-25 DOI: 10.1109/SCCG.2001.945345
H. Mayer, F. Leberl, A. Bornik, Joachim Bauer, K. Karner
This paper presents a method to automatically calculate texture maps for a given 3D object from a sequence of images. It is used in our image-based modeling approach after the registration of the images and the geometric modeling has been done. We show that the presented method uses the information from all images by implicitly applying a weighting function. Using this approach, the consideration of modeled occlusions as well as the detection and removal of non-modeled occlusions is accomplished. The final resolution of the texture maps can be adjusted on a pixel/cm basis.
本文提出了一种从图像序列中自动计算给定三维物体纹理映射的方法。在对图像进行配准和几何建模后,将其应用到基于图像的建模方法中。我们表明,该方法通过隐式应用加权函数来使用来自所有图像的信息。使用该方法,既可以考虑建模遮挡,又可以检测和去除非建模遮挡。纹理图的最终分辨率可以在像素/厘米的基础上进行调整。
{"title":"Multiresolution texture for photorealistic rendering","authors":"H. Mayer, F. Leberl, A. Bornik, Joachim Bauer, K. Karner","doi":"10.1109/SCCG.2001.945345","DOIUrl":"https://doi.org/10.1109/SCCG.2001.945345","url":null,"abstract":"This paper presents a method to automatically calculate texture maps for a given 3D object from a sequence of images. It is used in our image-based modeling approach after the registration of the images and the geometric modeling has been done. We show that the presented method uses the information from all images by implicitly applying a weighting function. Using this approach, the consideration of modeled occlusions as well as the detection and removal of non-modeled occlusions is accomplished. The final resolution of the texture maps can be adjusted on a pixel/cm basis.","PeriodicalId":331436,"journal":{"name":"Proceedings Spring Conference on Computer Graphics","volume":"29 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2001-04-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128511222","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: 14
Growth simulation of human embryo brain 人类胚胎大脑生长模拟
Pub Date : 2001-04-25 DOI: 10.1109/SCCG.2001.945348
S. Czanner, R. Durikovic, H. Inoue
The growth of the brain of a human embryo changes over a long period of time in the body of the mother. So it is very difficult to observe and to understand that process. Therefore, embryologists have found realistic human organ models and animations to be necessary for their studies, but to create realistic human embryo brain models and to perform the animations requires an appropriate methodology. This paper presents a developing methodology based on the brain's functional representation and the convolutions of the surfaces. We employed this methodology to create a growth simulation of a human embryo's brain. The idea behind this technique is as follows. As a first step a 2D central skeleton is created from an artistic drawing and then a 3D skeleton is modeled by adding thickness information. In the next step, the skeletons representing the key-frame models are used to create an animation. At the end, the gap between the key-frame models is filled by suitable interpolation techniques and, finally, the animation is composed.
人类胚胎大脑的发育在母亲体内经过很长一段时间后会发生变化。所以观察和理解这个过程是非常困难的。因此,胚胎学家发现逼真的人体器官模型和动画对他们的研究是必要的,但要创建逼真的人类胚胎大脑模型并执行动画需要一种合适的方法。本文提出了一种基于大脑的功能表征和曲面的卷积的发展方法。我们采用这种方法来模拟人类胚胎大脑的生长。这种技术背后的思想如下。作为第一步,从艺术图纸创建一个2D中心骨架,然后通过添加厚度信息建模一个3D骨架。在下一步中,表示关键帧模型的骨架用于创建动画。最后,通过适当的插值技术填充关键帧模型之间的空白,最后组成动画。
{"title":"Growth simulation of human embryo brain","authors":"S. Czanner, R. Durikovic, H. Inoue","doi":"10.1109/SCCG.2001.945348","DOIUrl":"https://doi.org/10.1109/SCCG.2001.945348","url":null,"abstract":"The growth of the brain of a human embryo changes over a long period of time in the body of the mother. So it is very difficult to observe and to understand that process. Therefore, embryologists have found realistic human organ models and animations to be necessary for their studies, but to create realistic human embryo brain models and to perform the animations requires an appropriate methodology. This paper presents a developing methodology based on the brain's functional representation and the convolutions of the surfaces. We employed this methodology to create a growth simulation of a human embryo's brain. The idea behind this technique is as follows. As a first step a 2D central skeleton is created from an artistic drawing and then a 3D skeleton is modeled by adding thickness information. In the next step, the skeletons representing the key-frame models are used to create an animation. At the end, the gap between the key-frame models is filled by suitable interpolation techniques and, finally, the animation is composed.","PeriodicalId":331436,"journal":{"name":"Proceedings Spring Conference on Computer Graphics","volume":"18 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2001-04-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132061173","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: 6
Mixture of random walk solution and quasi-random walk solution to global illumination 混合随机漫步解和准随机漫步解的全局照明
Pub Date : 2001-04-25 DOI: 10.1109/SCCG.2001.945356
Qing Xu, Ji-zhou Sun, Zunce Wei, Y. Shu, Jing Cai
Conventional Monte Carlo methods are often used to solve some hard second kind Fredholm integral equations such as the difficult global illumination problems due to its dimensional independence. However, the convergence rate of the quasi-Monte Carlo methods for numerical integration is superior to that of the Monte Carlo methods. We present two mixed strategies that make use of both the statistical properties of random numbers and the uniformity properties of quasi-random numbers to build up walk histories for solving the global illumination. In the framework of the proposed strategies, experimental results have been obtained from rendering the test scenes. The computations indicate that the mixed strategies can outperform Monte Carlo or quasi-Monte Carlo used alone.
传统的蒙特卡罗方法通常用于求解一些较难的第二类Fredholm积分方程,如由于其维度独立性而导致的较难的全局光照问题。然而,拟蒙特卡罗方法的收敛速度优于蒙特卡罗方法。我们提出了两种混合策略,即利用随机数的统计性质和准随机数的均匀性来建立求解全局照明的行走历史。在提出的策略框架内,通过绘制测试场景获得了实验结果。计算表明,混合策略优于单独使用蒙特卡罗或拟蒙特卡罗策略。
{"title":"Mixture of random walk solution and quasi-random walk solution to global illumination","authors":"Qing Xu, Ji-zhou Sun, Zunce Wei, Y. Shu, Jing Cai","doi":"10.1109/SCCG.2001.945356","DOIUrl":"https://doi.org/10.1109/SCCG.2001.945356","url":null,"abstract":"Conventional Monte Carlo methods are often used to solve some hard second kind Fredholm integral equations such as the difficult global illumination problems due to its dimensional independence. However, the convergence rate of the quasi-Monte Carlo methods for numerical integration is superior to that of the Monte Carlo methods. We present two mixed strategies that make use of both the statistical properties of random numbers and the uniformity properties of quasi-random numbers to build up walk histories for solving the global illumination. In the framework of the proposed strategies, experimental results have been obtained from rendering the test scenes. The computations indicate that the mixed strategies can outperform Monte Carlo or quasi-Monte Carlo used alone.","PeriodicalId":331436,"journal":{"name":"Proceedings Spring Conference on Computer Graphics","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2001-04-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130637170","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
Post-optimization of Delaunay tetrahedrization 德劳内四面体化的后优化
Pub Date : 2001-04-25 DOI: 10.1109/SCCG.2001.945334
P. Maur, I. Kolingerová
The paper brings results of post-optimization of Delaunay tetrahedrization. Delaunay triangulation is a very popular method to create 2D meshes, but in 3D its properties are not as good as in 2D and can be improved. For this improvement an already existing method was used: local transformations, so called flips, performed in order to improve different geometrical properties of tetrahedra and applied to the finished 3D Delaunay triangulation. We examined this method by using various criteria to compare their benefits and losses in the area of the tetrahedra shape or time demand. We found out that the greatest benefit comes from the so called compound criteria and from the criterion which minimizes the numbers of tetrahedra. Other criteria have no positive influence on mesh improvement, they rather degrade the quality of the Delaunay mesh. The question of time is not so important, because all criteria are fast enough (they take at most 10 percent of time needed to construct a Delaunay mesh).
给出了德劳内四面体化后优化的结果。Delaunay三角剖分是一种非常流行的创建2D网格的方法,但在3D中其属性不如在2D中那么好,并且可以改进。对于这种改进,我们使用了一种已经存在的方法:局部转换,即所谓的翻转,以改善四面体的不同几何特性,并将其应用于完成的3D Delaunay三角剖分。我们通过使用各种标准来比较其在四面体形状或时间需求方面的收益和损失来检查这种方法。我们发现最大的好处来自于所谓的复合标准和最小化四面体数量的标准。其他准则对网格改进没有积极影响,反而降低了Delaunay网格的质量。时间问题并不那么重要,因为所有的标准都足够快(它们最多只需要构建Delaunay网格所需时间的10%)。
{"title":"Post-optimization of Delaunay tetrahedrization","authors":"P. Maur, I. Kolingerová","doi":"10.1109/SCCG.2001.945334","DOIUrl":"https://doi.org/10.1109/SCCG.2001.945334","url":null,"abstract":"The paper brings results of post-optimization of Delaunay tetrahedrization. Delaunay triangulation is a very popular method to create 2D meshes, but in 3D its properties are not as good as in 2D and can be improved. For this improvement an already existing method was used: local transformations, so called flips, performed in order to improve different geometrical properties of tetrahedra and applied to the finished 3D Delaunay triangulation. We examined this method by using various criteria to compare their benefits and losses in the area of the tetrahedra shape or time demand. We found out that the greatest benefit comes from the so called compound criteria and from the criterion which minimizes the numbers of tetrahedra. Other criteria have no positive influence on mesh improvement, they rather degrade the quality of the Delaunay mesh. The question of time is not so important, because all criteria are fast enough (they take at most 10 percent of time needed to construct a Delaunay mesh).","PeriodicalId":331436,"journal":{"name":"Proceedings Spring Conference on Computer Graphics","volume":"24 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2001-04-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125581277","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: 5
Interactive display of surfaces using subdivision surfaces and wavelets 使用细分曲面和小波的曲面交互显示
Pub Date : 2001-04-25 DOI: 10.1109/SCCG.2001.945346
M. Duchaineau, M. Bertram, Serban D. Porumbescu, B. Hamann, K. Joy
Complex surfaces and solids are produced by large-scale modeling and simulation activities in a variety of disciplines. Productive interaction with these simulations requires that these surfaces or solids should be viewable at interactive rates - yet many of these surfaces/solids can contain hundreds of millions of polygons/polyhedra. Interactive display of these objects requires compression techniques to minimize storage, and fast view-dependent triangulation techniques to drive the graphics hardware. In this paper, we review recent advances in subdivision-surface wavelet compression and optimization that can be used to provide a framework for both compression and triangulation. These techniques can be used to produce suitable approximations of complex surfaces of arbitrary topology and can be used to determine suitable triangulations for display. The techniques can be used in a variety of applications in computer graphics, computer animation and visualization.
复杂的表面和固体是由各种学科的大规模建模和模拟活动产生的。与这些模拟的有效交互要求这些表面或实体应该以交互速率可见-然而这些表面/实体中的许多可以包含数亿个多边形/多面体。这些对象的交互式显示需要压缩技术来最小化存储空间,以及快速依赖于视图的三角测量技术来驱动图形硬件。在本文中,我们回顾了细分曲面小波压缩和优化的最新进展,这些进展可以用来为压缩和三角剖分提供一个框架。这些技术可用于产生任意拓扑的复杂表面的适当近似值,并可用于确定显示的合适三角剖分。这些技术可用于计算机图形学、计算机动画和可视化的各种应用中。
{"title":"Interactive display of surfaces using subdivision surfaces and wavelets","authors":"M. Duchaineau, M. Bertram, Serban D. Porumbescu, B. Hamann, K. Joy","doi":"10.1109/SCCG.2001.945346","DOIUrl":"https://doi.org/10.1109/SCCG.2001.945346","url":null,"abstract":"Complex surfaces and solids are produced by large-scale modeling and simulation activities in a variety of disciplines. Productive interaction with these simulations requires that these surfaces or solids should be viewable at interactive rates - yet many of these surfaces/solids can contain hundreds of millions of polygons/polyhedra. Interactive display of these objects requires compression techniques to minimize storage, and fast view-dependent triangulation techniques to drive the graphics hardware. In this paper, we review recent advances in subdivision-surface wavelet compression and optimization that can be used to provide a framework for both compression and triangulation. These techniques can be used to produce suitable approximations of complex surfaces of arbitrary topology and can be used to determine suitable triangulations for display. The techniques can be used in a variety of applications in computer graphics, computer animation and visualization.","PeriodicalId":331436,"journal":{"name":"Proceedings Spring Conference on Computer Graphics","volume":"23 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2001-04-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132789498","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: 7
Parallel triangular mesh decimation without sorting 平行三角形网格抽取,无需排序
Pub Date : 2001-04-25 DOI: 10.1109/SCCG.2001.945333
M. Franc, V. Skala
The common task in computer graphics is to visualise models of real world objects. These models are often represented by a triangular mesh, which can be very large and complex (thousands or a million triangles). Since we want a fast and interactive manipulation with the models, we need either to improve our graphics hardware or to find any method for reducing the number of triangles in the mesh. We present a fast algorithm for triangular mesh reduction based on the principle of mesh decimation. We present an efficient and stable algorithm for triangular mesh simplification in a parallel environment. We use a method based on vertex decimation and our original super independent set of vertices to avoid critical sections.
计算机图形学的共同任务是将现实世界物体的模型可视化。这些模型通常由三角形网格表示,三角形网格可能非常大且复杂(数千或100万个三角形)。由于我们想要对模型进行快速和交互式的操作,我们需要改进我们的图形硬件,或者找到任何减少网格中三角形数量的方法。提出了一种基于网格抽取原理的三角网格快速约简算法。提出了一种高效稳定的并行环境下三角网格简化算法。我们使用一种基于顶点抽取和原始超独立顶点集的方法来避免临界截面。
{"title":"Parallel triangular mesh decimation without sorting","authors":"M. Franc, V. Skala","doi":"10.1109/SCCG.2001.945333","DOIUrl":"https://doi.org/10.1109/SCCG.2001.945333","url":null,"abstract":"The common task in computer graphics is to visualise models of real world objects. These models are often represented by a triangular mesh, which can be very large and complex (thousands or a million triangles). Since we want a fast and interactive manipulation with the models, we need either to improve our graphics hardware or to find any method for reducing the number of triangles in the mesh. We present a fast algorithm for triangular mesh reduction based on the principle of mesh decimation. We present an efficient and stable algorithm for triangular mesh simplification in a parallel environment. We use a method based on vertex decimation and our original super independent set of vertices to avoid critical sections.","PeriodicalId":331436,"journal":{"name":"Proceedings Spring Conference on Computer Graphics","volume":"201 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2001-04-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114824629","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: 19
Topological graphics 拓扑图形
Pub Date : 2001-04-25 DOI: 10.1109/SCCG.2001.945331
T. Kunii
Topological graphics opens up completely new worlds in computer graphics applications. It is supported by advances in modern algebraic topology homotopy theory and cellular spatial structures in particular. Topological graphics lays out the framework to interactively construct cyberworlds emerging on the World Wide Web. It guides graphics software design to make it minimal and reusable. This progress report on our own frontier researches gives abundant examples as well as a brief summary of theoretical foundations.
拓扑图形在计算机图形应用中开辟了一个全新的世界。它得到了现代代数拓扑同伦理论和细胞空间结构的发展的支持。拓扑图展示了万维网上出现的交互式构建网络世界的框架。它指导图形软件设计使其最小化和可重用。这篇关于我们自己的前沿研究进展的报告给出了大量的例子,并简要总结了理论基础。
{"title":"Topological graphics","authors":"T. Kunii","doi":"10.1109/SCCG.2001.945331","DOIUrl":"https://doi.org/10.1109/SCCG.2001.945331","url":null,"abstract":"Topological graphics opens up completely new worlds in computer graphics applications. It is supported by advances in modern algebraic topology homotopy theory and cellular spatial structures in particular. Topological graphics lays out the framework to interactively construct cyberworlds emerging on the World Wide Web. It guides graphics software design to make it minimal and reusable. This progress report on our own frontier researches gives abundant examples as well as a brief summary of theoretical foundations.","PeriodicalId":331436,"journal":{"name":"Proceedings Spring Conference on Computer Graphics","volume":"5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2001-04-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123899511","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: 1
Vessel tracking in peripheral CTA datasets-an overview 血管跟踪在外围CTA数据集-概述
Pub Date : 2001-04-25 DOI: 10.1109/SCCG.2001.945359
P. Felkel, R. Wegenkittl, A. Kanitsar
We describe the results of the literature review focused on the peripheral vessel segmentation in 3D medical datasets, acquired by computer tomography angiography (CTA) of the human leg. The fundamental aim of such a segmentation task is a robust method for the detection of main vessels in the leg that simultaneously preserves the vessel calcification (the sediment is called plaque) and allows localization of vessel narrowings (called stenoses). This segmentation has to be free from artifacts, i.e., without false detections of stenoses and without false omitting of any stenotic part. The paper collects seven methods applicable for vessel segmentation.
我们描述了通过人体腿部计算机断层血管造影(CTA)获得的3D医学数据集中的外周血管分割的文献综述结果。这种分割任务的基本目标是一种检测腿部主要血管的稳健方法,同时保留血管钙化(沉积物称为斑块)并允许定位血管狭窄(称为狭窄)。这种分割必须没有人为因素,即没有对狭窄的错误检测,也没有对任何狭窄部分的错误遗漏。本文收集了7种适用于血管分割的方法。
{"title":"Vessel tracking in peripheral CTA datasets-an overview","authors":"P. Felkel, R. Wegenkittl, A. Kanitsar","doi":"10.1109/SCCG.2001.945359","DOIUrl":"https://doi.org/10.1109/SCCG.2001.945359","url":null,"abstract":"We describe the results of the literature review focused on the peripheral vessel segmentation in 3D medical datasets, acquired by computer tomography angiography (CTA) of the human leg. The fundamental aim of such a segmentation task is a robust method for the detection of main vessels in the leg that simultaneously preserves the vessel calcification (the sediment is called plaque) and allows localization of vessel narrowings (called stenoses). This segmentation has to be free from artifacts, i.e., without false detections of stenoses and without false omitting of any stenotic part. The paper collects seven methods applicable for vessel segmentation.","PeriodicalId":331436,"journal":{"name":"Proceedings Spring Conference on Computer Graphics","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2001-04-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125505447","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: 64
期刊
Proceedings Spring Conference on Computer Graphics
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