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IEEE Visualization, 2003. VIS 2003.最新文献

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Vicinity shading for enhanced perception of volumetric data 附近的阴影增强了对体积数据的感知
Pub Date : 2003-10-22 DOI: 10.1109/VISUAL.2003.1250394
A. J. Stewart
This paper presents a shading model for volumetric data which enhances the perception of surfaces within the volume. The model incorporates uniform diffuse illumination, which arrives equally from all directions at each surface point in the volume. This illumination is attenuated by occlusions in the local vicinity of the surface point, resulting in shadows in depressions and crevices. Experiments by other authors have shown that perception of a surface is superior under uniform diffuse lighting, compared to illumination from point source lighting.
本文提出了一种体积数据的阴影模型,该模型增强了对体积内表面的感知。该模型采用均匀漫射照明,从各个方向均匀到达体中的每个表面点。这种照明被表面点附近的局部遮挡所衰减,从而在凹陷和裂缝中产生阴影。其他作者的实验表明,与点光源照明相比,均匀漫射照明对表面的感知更好。
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引用次数: 92
Quasi-static approach approximation for 6 degrees-of-freedom haptic rendering 六自由度触觉渲染的准静态逼近
Pub Date : 2003-10-22 DOI: 10.1109/VISUAL.2003.1250380
M. Wan, William A. McNeely
In this paper, we propose a quasi-static approximation (QSA) approach to simulate the movement of the movable object in 6-degrees-of-freedom (DOF) haptic rendering. In our QSA approach, we solve for static equilibrium during each haptic time step, ignoring any dynamical properties such as inertia. The major contribution of this approach is to overcome the computational instability problem in overly stiff systems arising from numerical integration of second-order differential equations in previous dynamic models. Our primary experimental results on both simulated aircraft geometry and a large-scale real-world aircraft engine showed that our QSA approach was capable of maintaining the 1000Hz haptic refresh rate with more robust collision avoidance and more reliable force and torque feedback.
在本文中,我们提出了一种准静态近似(QSA)方法来模拟六自由度(DOF)触觉渲染中可移动物体的运动。在我们的QSA方法中,我们在每个触觉时间步求解静态平衡,忽略任何动态特性,如惯性。该方法的主要贡献是克服了以往动力学模型中二阶微分方程数值积分引起的过刚性系统的计算不稳定性问题。我们在模拟飞机几何形状和大型真实世界飞机发动机上的初步实验结果表明,我们的QSA方法能够保持1000Hz的触觉刷新率,同时具有更强大的避碰性和更可靠的力和扭矩反馈。
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引用次数: 52
Monte Carlo volume rendering 蒙特卡罗体绘制
Pub Date : 2003-10-22 DOI: 10.1109/VIS.2003.10000
B. Csébfalvi, László Szirmay-Kalos
In this paper a novel volume-rendering technique based on Monte Carlo integration is presented. As a result of a preprocessing, a point cloud of random samples is generated using a normalized continuous reconstruction of the volume as a probability density function. This point cloud is projected onto the image plane, and to each pixel an intensity value is assigned which is proportional to the number of samples projected onto the corresponding pixel area. In such a way a simulated X-ray image of the volume can be obtained. Theoretically, for a fixed image resolution, there exists an M number of samples such that the average standard deviation of the estimated pixel intensities us under the level of quantization error regardless of the number of voxels. Therefore Monte Carlo Volume Rendering (MCVR) is mainly proposed to efficiently visualize large volume data sets. Furthermore, network applications are also supported, since the trade-off between image quality and interactivity can be adapted to the bandwidth of the client/server connection by using progressive refinement.
本文提出了一种新的基于蒙特卡罗积分的体绘制技术。作为预处理的结果,使用归一化连续重构的体积作为概率密度函数生成随机样本的点云。将该点云投影到图像平面上,并为每个像素分配一个强度值,该强度值与投影到相应像素区域的样本数量成正比。这样就可以得到该体积的模拟x射线图像。理论上,对于固定的图像分辨率,存在M个样本,使得在量化误差水平下估计的像素强度的平均标准偏差与体素数无关。因此,蒙特卡罗体绘制(MCVR)主要用于大体积数据集的高效可视化。此外,还支持网络应用程序,因为通过使用渐进式细化,可以根据客户机/服务器连接的带宽调整图像质量和交互性之间的权衡。
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引用次数: 52
Extraction of topologically simple isosurfaces from volume datasets 从体数据集中提取拓扑简单等值面
Pub Date : 2003-10-22 DOI: 10.1109/VISUAL.2003.1250356
A. Szymczak, James Vanderhyde
There are numerous algorithms in graphics and visualization whose performance is known to decay as the topological complexity of the input increases. On the other hand, the standard pipeline for 3D geometry acquisition often produces 3D models that are topologically more complex than their real forms. We present a simple and efficient algorithm that allows us to simplify the topology of an isosurface by alternating the values of some number of voxels. Its utility and performance are demonstrated on several examples, including signed distance functions from polygonal models and CT scans.
在图形和可视化中有许多算法,其性能随着输入的拓扑复杂性的增加而衰减。另一方面,3D几何获取的标准管道通常产生的3D模型在拓扑结构上比其实际形式更复杂。我们提出了一个简单而有效的算法,允许我们通过交替一些体素的值来简化等值面的拓扑结构。通过几个例子证明了它的实用性和性能,包括多边形模型和CT扫描的带符号距离函数。
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引用次数: 32
Hardware-based ray casting for tetrahedral meshes 四面体网格的基于硬件的光线投射
Pub Date : 2003-10-22 DOI: 10.1109/VISUAL.2003.1250390
Manfred Weiler, M. Kraus, Markus Merz, T. Ertl
We present the first implementation of a volume ray casting algorithm for tetrahedral meshes running on off-the-shelf programmable graphics hardware. Our implementation avoids the memory transfer bottleneck of the graphics bus since the complete mesh data is stored in the local memory of the graphics adapter and all computations, in particular ray traversal and ray integration, are performed by the graphics processing unit. Analogously to other ray casting algorithms, our algorithm does not require an expensive cell sorting. Provided that the graphics adapter offers enough texture memory, our implementation performs comparable to the fastest published volume rendering algorithms for unstructured meshes. Our approach works with cyclic and/or non-convex meshes and supports early ray termination. Accurate ray integration is guaranteed by applying pre-integrated volume rendering. In order to achieve almost interactive modifications of transfer functions, we propose a new method for computing three-dimensional pre-integration tables.
我们提出了在现成的可编程图形硬件上运行的四面体网格的体射线投射算法的第一个实现。我们的实现避免了图形总线的内存传输瓶颈,因为完整的网格数据存储在图形适配器的本地内存中,所有的计算,特别是射线遍历和射线积分,都由图形处理单元执行。类似于其他光线投射算法,我们的算法不需要昂贵的单元排序。如果图形适配器提供足够的纹理内存,我们的实现可以与已发布的最快的非结构化网格体渲染算法相媲美。我们的方法适用于循环和/或非凸网格,并支持早期射线终止。通过应用预集成体绘制保证了精确的射线积分。为了实现传递函数的几乎交互修改,我们提出了一种计算三维预积分表的新方法。
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引用次数: 156
Psychophysical scaling of a cardiovascular information display 心血管信息显示的心理物理缩放
Pub Date : 2003-10-22 DOI: 10.1109/VISUAL.2003.1250352
Robert Albert, Noah Syroid, Yinqi Zhang, J. Agutter, F. Drews, D. Strayer, George Hutchinson, D. Westenskow
A new method was developed to increase the saliency of changing variables in a cardiovascular visualization for use by anesthesiologists in the operating room (OR). Clinically meaningful changes in patient physiology were identified and then mapped to the inherent psychophysical properties of the visualization. A long history of psychophysical research has provided an understanding of the parameters within which the human information processing system is able to detect changes in the size, shape and color of visual objects (Gescheider, 1976, Spence, 1990, and Baird, 1970). These detection thresholds are known as just noticeable differences (JNDs) which characterize the amount of change in an object's attribute that is recognizable 50% of the time. A prototype version of the display has been demonstrated to facilitate anesthesiologist's performance while reducing cognitive workload during simulated cardiac events (Agutter et al., 2002). In order to further improve the utility of the new cardiovascular visualization, the clinically relevant changes in cardiovascular variables are mapped to noticeable perceptual changes in the representational elements of the display. The results of the method described in this paper are used to merge information from the psychophysical properties of the cardiovascular visualization, with clinically relevant changes in the patient's cardiovascular physiology as measured by the clinical meaningfulness questionnaire. The result of this combination will create a visualization that is sensitive to changes in the cardiovascular health of the patient and communicates this information to the user in a meaningful, salient and intuitive manner.
开发了一种新的方法,以增加心血管可视化中变化变量的显着性,供麻醉师在手术室(OR)使用。临床有意义的变化,病人的生理被确定,然后映射到固有的心理物理特性的可视化。心理物理学研究的悠久历史已经提供了对人类信息处理系统能够检测视觉对象的大小、形状和颜色变化的参数的理解(Gescheider, 1976, Spence, 1990, and Baird, 1970)。这些检测阈值被称为明显差异(JNDs),它表征对象属性的变化量,该变化量在50%的时间内是可识别的。该显示器的原型版本已被证明可以促进麻醉师的表现,同时减少模拟心脏事件期间的认知工作量(Agutter et al., 2002)。为了进一步提高新的心血管可视化的效用,心血管变量的临床相关变化被映射到显示的代表性元素的明显感知变化。本文所述方法的结果用于合并心血管可视化的心理物理特性信息,以及通过临床意义问卷测量的患者心血管生理学的临床相关变化。这种组合的结果将创建对患者心血管健康变化敏感的可视化,并以有意义、突出和直观的方式将这些信息传达给用户。
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引用次数: 5
Advanced curved planar reformation: flattening of vascular structures 高级曲面改造:血管结构的扁平化
Pub Date : 2003-10-22 DOI: 10.1109/VISUAL.2003.1250353
A. Kanitsar, R. Wegenkittl, D. Fleischmann, E. Gröller
Traditional volume visualization techniques may provide incomplete clinical information needed for applications in medical visualization. In the area of vascular visualization important features such as the lumen of a diseased vessel segment may not be visible. Curved planar reformation (CPR) has proven to be an acceptable practical solution. Existing CPR techniques, however, still have diagnostically relevant limitations. In this paper, we introduce two advances methods for efficient vessel visualization, based on the concept of CPR. Both methods benefit from relaxation of spatial coherence in favor of improved feature perception. We present a new technique to visualize the interior of a vessel in a single image. A vessel is resampled along a spiral around its central axis. The helical spiral depicts the vessel volume. Furthermore, a method to display an entire vascular tree without mutually occluding vessels is presented. Minimal rotations at the bifurcations avoid occlusions. For each viewing direction the entire vessel structure is visible.
传统的体积可视化技术可能不能提供医学可视化应用所需的完整临床信息。在血管可视化领域,病变血管段的管腔等重要特征可能不可见。曲面改造(CPR)已被证明是一种可接受的实用解决方案。然而,现有的心肺复苏术在诊断上仍有局限性。在本文中,我们介绍了两种先进的有效的血管可视化方法,基于心肺复苏的概念。这两种方法都受益于空间相干性的放松,有利于提高特征感知。我们提出了一种新的技术,可视化血管内部在一个单一的图像。血管沿着绕其中轴的螺旋重新采样。螺旋形表示血管体积。在此基础上,提出了一种不相互阻塞血管的完整血管树显示方法。最小的旋转在分叉避免闭塞。对于每个观察方向,整个船只结构都是可见的。
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引用次数: 89
Interactive deformation and visualization of level set surfaces using graphics hardware 使用图形硬件的水平集曲面的交互式变形和可视化
Pub Date : 2003-10-22 DOI: 10.1109/VISUAL.2003.1250357
A. Lefohn, J. Kniss, C. Hansen, R. Whitaker
Deformable isosurfaces, implemented with level-set methods, have demonstrated a great potential in visualization for applications such as segmentation, surface processing, and surface reconstruction. Their usefulness has been limited, however, by their high computational cost and reliance on significant parameter tuning. This paper presents a solution to these challenges by describing graphics processor (GPU) based on algorithms for solving and visualizing level-set solutions at interactive rates. Our efficient GPU-based solution relies on packing the level-set isosurface data into a dynamic, sparse texture format. As the level set moves, this sparse data structure is updated via a novel GPU to CPU message passing scheme. When the level-set solver is integrated with a real-time volume renderer operating on the same packed format, a user can visualize and steer the deformable level-set surface as it evolves. In addition, the resulting isosurface can serve as a region-of-interest specifier for the volume renderer. This paper demonstrates the capabilities of this technology for interactive volume visualization and segmentation.
用水平集方法实现的可变形等值面,在分割、表面处理和表面重建等可视化应用中显示出巨大的潜力。然而,由于它们的高计算成本和对重要参数调整的依赖,它们的用途受到限制。本文通过描述基于以交互速率求解和可视化水平集解的算法的图形处理器(GPU),提出了解决这些挑战的方法。我们高效的基于gpu的解决方案依赖于将水平集等值面数据打包成动态的、稀疏的纹理格式。随着水平集的移动,这种稀疏数据结构通过一种新的GPU到CPU的消息传递方案进行更新。当水平集求解器与实时体渲染器集成在一起时,用户可以可视化并控制可变形的水平集表面的演变。此外,生成的等值面可以作为体渲染器的兴趣区域说明符。本文演示了该技术在交互式体可视化和分割方面的能力。
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引用次数: 129
A frequency-sensitive point hierarchy for images and volumes 图像和卷的频率敏感点层次结构
Pub Date : 2003-10-22 DOI: 10.1109/VISUAL.2003.1250403
Tom Welsh, K. Mueller
This paper introduces a method for converting an image or volume sampled on a regular grid into a space-efficient irregular point hierarchy. The conversion process retains the original frequency characteristics of the dataset by matching the spatial distribution of sample points with the required frequency. To achieve good blending, the spherical points commonly used in volume rendering are generalized to ellipsoidal point primitives. A family of multiresolution, oriented Gabor wavelets provide the frequency-space analysis of the dataset. The outcome of this frequency analysis is the reduced set of points, in which the sampling rate is decreased in originally oversampled areas. During rendering, the traversal of the hierarchy can be controlled by any suitable error metric or quality criteria. The local level of refinement is also sensitive to the transfer function. Areas with density ranges mapped to high transfer function variability are rendered at higher point resolution than others. Our decomposition is flexible and can be used for iso-surface rendering, alpha compositing and X-ray rendering of volumes. We demonstrate our hierarchy with an interactive splatting volume renderer, in which the traversal of the point hierarchy for rendering is modulated by a user-specified frame rate.
本文介绍了一种将在规则网格上采样的图像或体积转换为节省空间的不规则点层次结构的方法。转换过程通过将样本点的空间分布与所需频率进行匹配,保持数据集原有的频率特征。为了达到良好的混合效果,将体绘制中常用的球面点推广到椭球点基元。一组多分辨率、定向Gabor小波提供了数据集的频率空间分析。这种频率分析的结果是减少的点集,其中在原始过采样区域的采样率降低。在呈现过程中,可以通过任何合适的误差度量或质量标准来控制层次结构的遍历。局部层次的细化对传递函数也很敏感。将密度范围映射为高传递函数变异性的区域以比其他区域更高的点分辨率呈现。我们的分解是灵活的,可以用于等面渲染,阿尔法合成和x射线渲染的体积。我们用一个交互式喷溅体渲染器来演示我们的层次结构,其中渲染的点层次结构的遍历由用户指定的帧速率调制。
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引用次数: 20
A texture-based framework for spacetime-coherent visualization of time-dependent vector fields 基于纹理的时变矢量场时空相干可视化框架
Pub Date : 2003-10-22 DOI: 10.1109/VISUAL.2003.1250361
D. Weiskopf, G. Erlebacher, T. Ertl
We propose unsteady flow advection-convolution (UFAC) as a novel visualization approach for unsteady flows. It performs time evolution governed by pathlines, but builds spatial correlation according to instantaneous streamlines whose spatial extent is controlled by the flow unsteadiness. UFAC is derived from a generic framework that provides spacetime-coherent dense representations of time dependent-vector fields by a two-step process: 1) construction of continuous trajectories in spacetime for temporal coherence; and 2) convolution along another set of paths through the above spacetime for spatially correlated patterns. Within the framework, known visualization techniques-such as Lagrangian-Eulerian advection, image-based flow visualization, unsteady flow LIC, and dynamic LIC-can be reproduced, often with better image quality, higher performance, or increased flexibility of the visualization style. Finally, we present a texture-based discretization of the framework and its interactive implementation on graphics hardware, which allows the user to gradually balance visualization speed against quality.
本文提出了一种新的非定常流场平流-卷积(UFAC)可视化方法。它由路径控制时间演化,但根据瞬时流线建立空间相关性,瞬时流线的空间范围受流动不稳定性控制。UFAC源自一个通用框架,该框架通过两步过程提供了时间相关向量场的时空相干密集表示:1)在时空中构建连续轨迹以实现时间相干;2)对空间相关模式沿另一组路径通过上述时空进行卷积。在该框架内,可以再现已知的可视化技术,如拉格朗日-欧拉平流、基于图像的流动可视化、非定常流LIC和动态LIC,通常具有更好的图像质量、更高的性能或更大的可视化风格的灵活性。最后,我们提出了一个基于纹理的框架离散化及其在图形硬件上的交互实现,它允许用户逐渐平衡可视化速度和质量。
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引用次数: 75
期刊
IEEE Visualization, 2003. VIS 2003.
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