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IEEE Visualization, 2003. VIS 2003.最新文献

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High-quality two-level volume rendering of segmented data sets on consumer graphics hardware 在消费者图形硬件上分割数据集的高质量两级体渲染
Pub Date : 2003-10-22 DOI: 10.1109/VISUAL.2003.1250386
M. Hadwiger, Christoph Berger, H. Hauser
One of the most important goals in volume rendering is to be able to visually separate and selectively enable specific objects of interest contained in a single volumetric data set, which can be approached by using explicit segmentation information. We show how segmented data sets can be rendered interactively on current consumer graphics hardware with high image quality and pixel-resolution filtering of object boundaries. In order to enhance object perception, we employ different levels of object distinction. First, each object can be assigned an individual transfer function, multiple of which can be applied in a single rendering pass. Second, different rendering modes such as direct volume rendering, iso-surfacing, and non-photorealistic techniques can be selected for each object. A minimal number of rendering passes is achieved by processing sets of objects that share the same rendering mode in a single pass. Third, local compositing modes such as alpha blending and MIP can be selected for each object in addition to a single global mode, thus enabling high-quality two-level volume rendering on GPUs.
体绘制中最重要的目标之一是能够在视觉上分离并有选择地启用单个体数据集中包含的特定感兴趣对象,这可以通过使用显式分割信息来实现。我们展示了如何在当前消费者图形硬件上以高图像质量和像素分辨率过滤对象边界的方式交互式地呈现分段数据集。为了增强对象感知,我们采用了不同层次的对象区分。首先,每个对象都可以分配一个单独的传递函数,多个函数可以在单个渲染通道中应用。其次,可以为每个对象选择不同的绘制模式,如直接体绘制、等面绘制和非真实感技术。通过在单个通道中处理共享相同呈现模式的对象集,可以实现最小数量的呈现通道。第三,除了单个全局模式外,还可以为每个对象选择alpha混合和MIP等局部合成模式,从而在gpu上实现高质量的两级体渲染。
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引用次数: 203
Hierarchical clustering for unstructured volumetric scalar fields 非结构化体积标量场的分层聚类
Pub Date : 2003-10-22 DOI: 10.1109/VISUAL.2003.1250389
Christopher S. Co, Bjørn Heckel, H. Hagen, B. Hamann, K. Joy
We present a method to represent unstructured scalar fields at multiple levels of detail. Using a parallelizable classification algorithm to build a cluster hierarchy, we generate a multiresolution representation of a given volumetric scalar data set. The method uses principal component analysis (PCA) for cluster generation and a fitting technique based on radial basis functions (RBFs). Once the cluster hierarchy has been generated, we utilize a variety of techniques for extracting different levels of detail. The main strength of this work is its generality. Regardless of grid type, this method can be applied to any discrete scalar field representation, even one given as a "point cloud".
我们提出了一种在多个细节层次上表示非结构化标量场的方法。使用可并行分类算法来构建聚类层次结构,我们生成给定体积标量数据集的多分辨率表示。该方法采用主成分分析(PCA)和基于径向基函数(rbf)的拟合技术进行聚类生成。一旦生成了集群层次结构,我们就可以利用各种技术来提取不同层次的细节。这本书的主要优点是它的概括性。无论网格类型如何,该方法都可以应用于任何离散标量场表示,甚至可以作为“点云”给出。
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引用次数: 36
3D IBFV: hardware-accelerated 3D flow visualization 3D IBFV:硬件加速的3D流可视化
Pub Date : 2003-10-22 DOI: 10.1109/VISUAL.2003.1250377
A. Telea, J. V. Wijk
We present a hardware-accelerated method for visualizing 3D flow fields. The method is based on insertion, advection, and decay of dye. To this aim, we extend the texture-based IBFV technique presented by van Wijk (2001) for 2D flow visualization in two main directions. First, we decompose the 3D flow visualization problem in a series of 2D instances of the mentioned IBFV technique. This makes our method benefit from the hardware acceleration the original IBFV technique introduced. Secondly, we extend the concept of advected gray value (or color) noise by introducing opacity (or matter) noise. This allows us to produce sparse 3D noise pattern advections, thus address the occlusion problem inherent to 3D flow visualization. Overall, the presented method delivers interactively animated 3D flow, uses only standard OpenGL 1.1 calls and 2D textures, and is simple to understand and implement.
我们提出了一种硬件加速的三维流场可视化方法。该方法基于染料的插入、平流和衰变。为此,我们将van Wijk(2001)提出的基于纹理的IBFV技术扩展为两个主要方向的二维流可视化。首先,我们将三维流场可视化问题分解为上述IBFV技术的一系列二维实例。这使得我们的方法受益于原始IBFV技术引入的硬件加速。其次,我们通过引入不透明度(或物质)噪声扩展了平流灰度值(或颜色)噪声的概念。这使我们能够产生稀疏的3D噪声模式平流,从而解决3D流可视化固有的遮挡问题。总的来说,所提出的方法提供交互式动画3D流,只使用标准的OpenGL 1.1调用和2D纹理,并且易于理解和实现。
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引用次数: 79
Effectively visualizing multi-valued flow data using color and texture 使用颜色和纹理有效地可视化多值流数据
Pub Date : 2003-10-22 DOI: 10.1109/VISUAL.2003.1250362
T. Urness, V. Interrante, I. Marusic, E. Longmire, B. Ganapathisubramani
In this paper we offer several new insights and techniques for effectively using color and texture to simultaneously convey information about multiple 2D scalar and vector distributions, in a way that facilitates allowing each distribution to be understood both individually and in the context of one or more of the other distributions. Specifically, we introduce the concepts of: color weaving for simultaneously representing information about multiple co-located color encoded distributions; and texture stitching for achieving more spatially accurate multi-frequency line integral convolution representations of combined scalar and vector distributions. The target application for our research is the definition, detection and visualization of regions of interest in a turbulent boundary layer flow at moderate Reynolds number. In this work, we examine and analyze streamwise-spanwise planes of three-component velocity vectors with the goal of identifying and characterizing spatially organized packets of hairpin vortices.
在本文中,我们提供了一些新的见解和技术,有效地使用颜色和纹理来同时传达有关多个二维标量和矢量分布的信息,以一种方便的方式允许每个分布既可以单独理解,也可以在一个或多个其他分布的背景下理解。具体来说,我们引入了以下概念:颜色编织用于同时表示多个共存的颜色编码分布的信息;纹理拼接用于实现更精确的空间多频线积分卷积表示的组合标量和矢量分布。我们研究的目标应用是在中等雷诺数湍流边界层流动中感兴趣区域的定义、检测和可视化。在这项工作中,我们检查和分析三分量速度矢量的流向展向平面,目的是识别和表征空间组织的发夹涡旋包。
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引用次数: 82
Interoperability of visualization software and data models is not an achievable goal 可视化软件和数据模型的互操作性不是一个可以实现的目标
Pub Date : 2003-10-22 DOI: 10.1109/VISUAL.2003.1250427
E. W. Bethel, G. Abram, J. Shalf, R. Frank, J. Ahrens, S. Parker, N. Samatova, Mark C. Miller
Author(s): Bethel, E. Wes | Abstract: The scientific visualization community faces a crisis: there exist many individual tools that can be used to perform visualization, but there is little, if any, hope of being able to use tools from different sources as part of a single application. As a result, our community is fractured, and can be characterized as "islands of capability." The purpose of this panel is to probe the issues that prevent such interoperability, and engage in frank discussion about how our community can rectify these maladies. The issues to be discussed include but are not limited to: (1)lack of "standards" for data storage and modelling of N-dimensional scientific data, similar to those used for raster image files; (2)lack of "standard" interfaces for common visualization tools; (3)the visualization needs of the computational science research community, who are the primary consumers of technology from the visualization community; (4)lack of organization within our community to push for definition and adoption of such "standards;" (5)lack of organization within our community to serve as a "broker" and "promoter" for tools that might conform to even the weakest of standards. The panelist lineup represents a diverse cross-section of expertise and opinions about the panel topic. The panelists themselves are in disagreement about the severity of the problem, and potential solutions. The topic of this panel is highly germane to future growth of visualization as a science, and promises to be highly engaging for panelists and audience members alike.
摘要:科学可视化社区面临着一个危机:有许多单独的工具可以用来执行可视化,但是很少有希望能够使用来自不同来源的工具作为单个应用程序的一部分。因此,我们的社区是分裂的,并且可以被描述为“能力孤岛”。这个小组的目的是探讨阻碍这种互操作性的问题,并就我们的社区如何纠正这些弊病进行坦率的讨论。要讨论的问题包括但不限于:(1)缺乏数据存储和n维科学数据建模的“标准”,类似于用于光栅图像文件的标准;(2)缺乏通用可视化工具的“标准”接口;(3)计算科学研究社区的可视化需求,他们是可视化社区技术的主要消费者;(4)社区内缺乏推动定义和采用这些“标准”的组织;(5)在我们的社区中缺乏组织来充当工具的“经纪人”和“推动者”,这些工具甚至可能符合最弱的标准。小组成员阵容代表了关于小组主题的各种专业知识和意见。小组成员对问题的严重性和潜在的解决方案意见不一。这个小组讨论的主题与可视化作为一门科学的未来发展密切相关,并承诺对小组成员和听众成员都具有高度的吸引力。
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引用次数: 1
LightKit: a lighting system for effective visualization LightKit:一个有效可视化的照明系统
Pub Date : 2003-10-22 DOI: 10.1109/VISUAL.2003.1250395
M. Halle, J. Meng
LightKit is a system for lighting three-dimensional synthetic scenes. LightKit simplifies the task of producing visually pleasing, easily interpretable images for visualization while making it harder to produce results where the scene illumination distracts from the visualization process. LightKit is based on lighting designs developed by artists and photographers and shown in previous studies to enhance shape perception. A key light provides natural overhead illumination of the scene, augmented by fill, head, and back lights. By default, lights are attached to a normalized, subject-centric, camera-relative coordinate frame to ensure consistent lighting independent of camera location or orientation. This system allows all lights to be positioned by specifying just six parameters. The intensity of each light is specified as a ratio to the key light intensity, allowing the scene's brightness to be adjusted using a single parameter. The color of each light is specified by a single normalized color parameter called warmth that is based on color temperature of natural sources. LightKit's default values for light position, intensity, and color are chosen to produce good results for a variety of scenes. LightKit is designed to work with both hardware graphics systems and, potentially, higher quality off-line rendering systems. We provide examples of images created using a LightKit implementation within the VTK visualization toolkit software framework.
LightKit是一个用于三维合成场景照明的系统。LightKit简化了生成视觉上令人愉悦,易于解释的可视化图像的任务,同时使其难以产生场景照明分散可视化过程的结果。LightKit是基于艺术家和摄影师开发的照明设计,并在以前的研究中显示,以增强形状感知。关键光提供自然的场景头顶照明,通过填充灯,头灯和背光增强。默认情况下,灯光被附加到一个标准化的,以主体为中心的,相机相对坐标帧,以确保一致的照明独立于相机的位置或方向。这个系统允许通过指定六个参数来定位所有的灯。每个光的强度被指定为与关键光强度的比例,允许使用单个参数调整场景的亮度。每一种光的颜色都是由一个单一的标准化颜色参数来指定的,这个参数叫做温暖,它是基于自然光源的色温。LightKit的光位置、强度和颜色的默认值是为了在各种场景中产生良好的效果而选择的。LightKit设计用于硬件图形系统和更高质量的离线渲染系统。我们提供了使用VTK可视化工具包软件框架内的LightKit实现创建的图像示例。
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引用次数: 32
Appearance-preserving view-dependent visualization 保持外观的视图依赖可视化
Pub Date : 2003-10-22 DOI: 10.1109/VISUAL.2003.1250409
J. Jang, W. Ribarsky, Chris Shaw, Peter Wonka
In this paper a new quadric-based view-dependent simplification scheme is presented. The scheme provides a method to connect mesh simplification controlled by a quadric error metric with a level-of-detail hierarchy that is accessed continuously and efficiently based on current view parameters. A variety of methods for determining the screen-space metric for the view calculation are implemented and evaluated, including an appearance-preserving method that has both geometry- and texture-preserving aspects. Results are presented and compared for a variety of models.
本文提出了一种新的基于二次曲线的视图相关简化方案。该方案提供了一种将由二次误差度量控制的网格简化与基于当前视图参数连续有效访问的细节层次结构相结合的方法。实现和评估了用于确定用于视图计算的屏幕空间度量的各种方法,包括具有几何和纹理保留方面的外观保留方法。给出了各种模型的结果并进行了比较。
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引用次数: 9
Large mesh simplification using processing sequences 使用处理序列简化大型网格
Pub Date : 2003-10-22 DOI: 10.1109/VISUAL.2003.1250408
M. Isenburg, Peter Lindstrom, S. Gumhold, J. Snoeyink
In this paper we show how out-of-core mesh processing techniques can be adapted to perform their computations based on the new processing sequence paradigm (Isenburg, et al., 2003), using mesh simplification as an example. We believe that this processing concept will also prove useful for other tasks, such a parameterization, remeshing, or smoothing, for which currently only in-core solutions exist. A processing sequence represents a mesh as a particular interleaved ordering of indexed triangles and vertices. This representation allows streaming very large meshes through main memory while maintaining information about the visitation status of edges and vertices. At any time, only a small portion of the mesh is kept in-core, with the bulk of the mesh data residing on disk. Mesh access is restricted to a fixed traversal order, but full connectivity and geometry information is available for the active elements of the traversal. This provides seamless and highly efficient out-of-core access to very large meshes for algorithms that can adapt their computations to this fixed ordering. The two abstractions that are naturally supported by this representation are boundary-based and buffer-based processing. We illustrate both abstractions by adapting two different simplification methods to perform their computation using a prototype of our mesh processing sequence API. Both algorithms benefit from using processing sequences in terms of improved quality, more efficient execution, and smaller memory footprints.
在本文中,我们以网格简化为例,展示了如何根据新的处理序列范式(Isenburg, et al., 2003)适应核外网格处理技术来执行计算。我们相信这种处理概念也将被证明对其他任务有用,例如参数化,重网格或平滑,目前只有核心解决方案存在。处理序列将网格表示为索引三角形和顶点的特定交错顺序。这种表示允许通过主存储器传输非常大的网格,同时保持有关边和顶点访问状态的信息。在任何时候,只有一小部分网格保存在核心中,大部分网格数据驻留在磁盘上。网格访问仅限于固定的遍历顺序,但遍历的活动元素可以获得完整的连通性和几何信息。这为算法提供了对非常大的网格的无缝和高效的核外访问,可以使它们的计算适应这种固定的顺序。这种表示自然支持的两种抽象是基于边界的处理和基于缓冲区的处理。我们通过采用两种不同的简化方法来演示这两种抽象,并使用我们的网格处理序列API的原型来执行它们的计算。这两种算法都受益于使用处理序列,因为它们可以提高质量、提高执行效率和减少内存占用。
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引用次数: 138
Interactive protein manipulation 相互作用蛋白操作
Pub Date : 2003-07-01 DOI: 10.1109/VISUAL.2003.1250423
Uc Davis, O. Kreylos, B. Hamann, N. Max, S. Crivelli, E. W. Bethel
We describe an interactive visualization and modeling program for the creation of protein structures "from scratch." The input to our program is an amino acid sequence - decoded from a gene - and a sequence of predicted secondary structure types for each amino acid - provided by external structure prediction programs. Our program can be used in the set-up phase of a protein structure prediction process; the structures created with it serve as input for a subsequent global internal energy minimization, or another method of protein structure prediction. Our program supports basic visualization methods for protein structures, interactive manipulation based on inverse kinematics, and visualization guides to aid a user in creating "good" initial structures.
我们描述了一个交互式可视化和建模程序,用于“从零开始”创建蛋白质结构。我们程序的输入是一个氨基酸序列——从一个基因中解码——以及由外部结构预测程序提供的每个氨基酸的预测二级结构类型序列。我们的程序可用于蛋白质结构预测过程的设置阶段;用它创建的结构作为随后全局内部能量最小化的输入,或蛋白质结构预测的另一种方法。我们的程序支持蛋白质结构的基本可视化方法,基于逆运动学的交互式操作,以及可视化指南,以帮助用户创建“良好”的初始结构。
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引用次数: 30
HyperLIC HyperLIC
Pub Date : 1900-01-01 DOI: 10.1109/visual.2003.1250379
Xiaoqiang Zheng, A. Pang
We introduce a new method for visualizing symmetric tensor fields. The technique produces images and animations reminiscent of line integral convolution (LIC). The technique is also slightly related to hyperstreamlines in that it is used to visualize tensor fields. However, the similarity ends there. HyperLIC uses a multi-pass approach to show the anisotropic properties in a 2D or 3D tensor field. We demonstrate this technique using data sets from computational fluid dynamics as well as diffusion-tensor MRI.
介绍了一种对称张量场可视化的新方法。该技术产生的图像和动画让人想起线积分卷积(LIC)。该技术还与超流线略有关联,因为它用于可视化张量场。然而,相似之处仅限于此。HyperLIC使用多通道方法来显示2D或3D张量场的各向异性。我们使用来自计算流体动力学和扩散张量MRI的数据集来演示这种技术。
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引用次数: 40
期刊
IEEE Visualization, 2003. VIS 2003.
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