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Fourth International Workshop on Volume Graphics, 2005.最新文献

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End-to-end data reduction and hardware accelerated rendering techniques for visualizing time-varying non-uniform grid volume data 用于时变非均匀网格体数据可视化的端到端数据缩减和硬件加速渲染技术
Pub Date : 2005-06-20 DOI: 10.2312/VG/VG05/031-039
H. Akiba, K. Ma, J. Clyne
We present a systematic approach for direct volume rendering terascale-sized data that are time-varying, and possibly non-uniformly sampled, using only a single commodity graphics PC. Our method employs a data reduction scheme that combines lossless, wavelet-based progressive data access with a user-directed, hardware-accelerated data packing technique. Data packing is achieved by discarding data blocks with values outside the data interval of interest and encoding the remaining data in a structure that can be efficiently decoded in the GPU. The compressed data can be transferred between disk, main memory, and video memory more efficiently, leading to more effective data exploration in both spatial and temporal domains. Furthermore, our texture-map based volume rendering system is capable of correctly displaying data that are sampled on a stretched, Cartesian grid. To study the effectiveness of our technique we used data sets generated from a large solar convection simulation, computed on a non-uniform, 504/spl times/504/spl times/2048 grid.
我们提出了一种系统的方法,用于直接体渲染时间变化的万亿级数据,并且可能不均匀采样,仅使用单个商品图形PC。我们的方法采用了一种数据约简方案,该方案结合了无损的、基于小波的渐进式数据访问和用户导向的、硬件加速的数据打包技术。数据打包是通过丢弃值在感兴趣的数据间隔之外的数据块,并将剩余数据编码为可以在GPU中有效解码的结构来实现的。压缩后的数据可以更有效地在磁盘、主存储器和显存之间传输,从而在空间和时间域中实现更有效的数据探索。此外,我们基于纹理映射的体渲染系统能够正确显示在拉伸的笛卡尔网格上采样的数据。为了研究我们的技术的有效性,我们使用了在非均匀504/spl次/504/spl次/2048网格上计算的大型太阳对流模拟数据集。
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引用次数: 17
Combining point clouds and volume objects in volume scene graphs 在体场景图中结合点云和体对象
Pub Date : 2005-06-20 DOI: 10.2312/VG/VG05/127-135
Min Chen
This paper describes an extension to the technical framework of constructive volume geometry (CVG) in order to accommodate point clouds in volume scene graphs. It introduces the notion of point-based volume object (PBVO) that is characterized by the opacity, rather than the geometry, of a point cloud. It examines and compares several radial basis functions (RBFs), including the one proposed in this paper, for constructing scalar fields from point clouds. It applies basic CVG operators to PBVOs and demonstrates the inter-operability of PBVOs with conventional volume objects including those procedurally defined and those constructed from volume datasets. It presents an octree-based algorithm for reducing the complexity in rendering a PBVO with a large number of points, and a set of testing results showing a significant speedup when an octree is deployed for rendering PBVOs.
本文描述了构造体几何(CVG)技术框架的一种扩展,以适应体场景图中的点云。它引入了基于点的体积对象(PBVO)的概念,其特征在于点云的不透明度,而不是几何形状。研究并比较了几种用于从点云构造标量场的径向基函数(rbf),其中包括本文提出的径向基函数。它将基本的CVG算子应用于pbvo,并演示了pbvo与常规体积对象(包括程序定义对象和从体积数据集构建的对象)的互操作性。提出了一种基于八叉树的算法来降低绘制具有大量点的PBVO的复杂性,并通过一组测试结果表明,当使用八叉树来绘制PBVO时,具有显着的加速效果。
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引用次数: 9
Visualization of time-varying volumetric data using differential time-histogram table 利用差分时间直方图表可视化时变体积数据
Pub Date : 2005-06-20 DOI: 10.2312/VG/VG05/021-029
Hamid Younesy, Torsten Möller, H. Carr
We introduce a novel data structure called differential time-histogram table (DTHT) for visualization of time-varying scalar data. This data structure only stores voxels that are changing between time-steps or during transfer function updates. It allows efficient updates of data necessary for rendering during a sequence of queries common during data exploration and visualization. The table is used to update the values held in memory so that efficient visualization is supported while guaranteeing that the scalar field visualized is within a given error tolerance of the scalar field sampled. Our data structure allows updates of time-steps in the order of tens of frames per second for volumes of sizes of 4.5GB, enabling real-time time-sliders.
我们引入了一种新的数据结构,称为差分时间直方图表(DTHT),用于时变标量数据的可视化。此数据结构仅存储在时间步之间或传递函数更新期间发生变化的体素。它允许在数据探索和可视化过程中常见的查询序列中有效地更新呈现所需的数据。该表用于更新内存中保存的值,以便支持高效的可视化,同时保证可视化的标量字段在给定的采样标量字段的容错范围内。对于4.5GB大小的卷,我们的数据结构允许以每秒数十帧的顺序更新时间步长,从而实现实时时间滑块。
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引用次数: 34
Modeling Volume Textures - Keynote 建模体纹理-基调
Pub Date : 2005-06-20 DOI: 10.1109/VG.2005.194090
H. Rushmeier
Since their introduction in semina1 papers by Peachey and Perlin in 1985, volume textures have been a popular modeling tool. Not only are they useful for creating complex and consistent textures, they are needed for rendering weathering effects on various materials such as stone, as demonstrated by Dorsey et al. in 1999. Wile it is possible to generate volume textures purely procedurally, recent interest in 2D texture synthesis from example has spurred interest in synthesizing volumetric textures from physical example. I will present applications where volume textures from samples are of interest, some approaches to estimating them, and some early work on evaluating whether the synthesized volumes are correct. Short Biography Holly Rushmeier is a professor of computer science at Yale University. Her current research focuses on scanning and modeling of shape and appearance properties, and on applications in cultural heritage. She teaches courses in computer graphics and visualization at both the graduate and undergraduate levels. She received the BS, MS and PhD degrees in Mechanical Engineering from Cornel1 University in 1977, 1986 and 1988 respectively. Between receiving the BS and returning to graduate school in 1983 she worked as an engineer at the Boeing Commercial Airplane Company and at Washington Natural Gas Company, After receiving the PhD she held positions at Georgia Tech, the National Institute of Standards and Technology and the IBM T.J. Watson Research Center prior to joining the Yale faculty in 2004. She has worked on a number of different problems in rendering, including global illumination and tone reproduction. At NIST and IBM she worked on a variety of data visualization problems in areas ranging from engineering to finance. Most recently her work was primarily in the area of acquisition of data required for generating realistic computer graphics models, including a project to create a digital model of Michelangelo’s Florence Pieta and models of Egyptian cultural artifacts in a joint project between IBM and the Government of Egypt. Dr. Rushmeier was Editor-in-Chief of ACM Transactions on Graphics from 1996-99, and is currently a member of the ACM Publications Board. She has also served on the editorial board of IEEE Transactions on Visualization .and Computer Graphics, She is currently on the editorial boards of IEEE Computer Graphics and Applications, Computer Graphics Forum and ACM Transactions on Applied Perception. In 1996 she served as the papers chair for the ACM SIGGRAPH conference, in 1998 and 2004 as the papers co-chair for the IEEE Visualization conference and in 2000 as the papers co-chair for the Eurographics Rendering Workshop. In 2005 she is serving as co-chair for the IEEE Visualization and 3DIM conferences. She has also served in numerous program committees including multiple years on the committees for SIGGRAPH, IEEE Visualization, Eurographics, Eurographics Rendering Workshop, and Graphics Interface.
自1985年Peachey和Perlin在研讨会论文中介绍它们以来,体纹理已经成为一种流行的建模工具。它们不仅用于创建复杂和一致的纹理,还用于在各种材料(如石头)上渲染风化效果,Dorsey等人在1999年证明了这一点。虽然可以纯粹程序化地生成体纹理,但最近对2D纹理合成的兴趣激发了对从物理示例合成体纹理的兴趣。我将介绍一些应用程序,其中来自样本的体积纹理很有趣,一些估计它们的方法,以及一些评估合成体积是否正确的早期工作。Holly Rushmeier是耶鲁大学计算机科学教授。她目前的研究重点是形状和外观属性的扫描和建模,以及在文化遗产中的应用。她教授研究生和本科生的计算机图形学和可视化课程。她分别于1977年、1986年和1988年获得康奈尔大学机械工程学士学位、硕士学位和博士学位。在获得学士学位并于1983年返回研究生院期间,她曾在波音商用飞机公司和华盛顿天然气公司担任工程师。在获得博士学位后,她曾在佐治亚理工学院,国家标准与技术研究所和IBM T.J.沃森研究中心任职,然后于2004年加入耶鲁大学。她研究了许多不同的渲染问题,包括全局照明和色调再现。在NIST和IBM,她研究了从工程到金融等领域的各种数据可视化问题。她最近的工作主要是在获取生成逼真的计算机图形模型所需的数据领域,包括在IBM和埃及政府的一个联合项目中创建米开朗基罗的《佛罗伦萨圣母像》的数字模型和埃及文物模型的项目。1996年至1999年,他担任ACM Transactions on Graphics的主编,目前是ACM Publications Board的成员。她还曾担任IEEE可视化和计算机图形学交易的编辑委员会成员,她目前是IEEE计算机图形学与应用,计算机图形学论坛和ACM应用感知交易的编辑委员会成员。1996年,她担任ACM SIGGRAPH会议的论文主席;1998年和2004年,她担任IEEE可视化会议的论文联合主席;2000年,她担任Eurographics Rendering Workshop的论文联合主席。2005年,她担任IEEE可视化和3DIM会议的联合主席。她还曾在多个项目委员会任职,包括在SIGGRAPH、IEEE可视化、Eurographics、Eurographics渲染研讨会和图形接口委员会任职多年。
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引用次数: 0
Representation of objects with sharp details in truncated distance fields 在截断的距离字段中表示具有清晰细节的对象
Pub Date : 2005-06-20 DOI: 10.2312/VG/VG05/109-116
P. Novotný, M. Srámek
We present a new approach for voxelization of implicit solids which contain sharp details. If such objects are processed by common techniques, voxelization artifacts may appear, resulting, among others, in jaggy edges in rendered images. To cope with this problem we proposed a technique called sharp details correction. The main idea is to modify objects during the process of voxelization according to the representability criterion. This means that sharp edges end vertices are rounded to a curvature, which depends on the grid resolution. Thus, we obtain artifact-free voxelized solids which produce alias-free images.
我们提出了一种包含尖锐细节的隐实体体素化的新方法。如果用普通技术处理这些对象,可能会出现体素化伪影,导致渲染图像出现锯齿状边缘。为了解决这个问题,我们提出了一种叫做“锐利细节校正”的技术。其主要思想是在体素化过程中根据可表征性准则对目标进行修改。这意味着尖锐的边缘和顶点被圆润成曲率,这取决于网格分辨率。因此,我们获得无伪像的体素化固体,产生无别名的图像。
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引用次数: 9
Volume rendering for high dynamic range displays 高动态范围显示的体积渲染
Pub Date : 2005-06-20 DOI: 10.2312/VG/VG05/091-098
A. Ghosh, Matthew Trentacoste, W. Heidrich
Dynamic range restrictions of conventional displays limit the amount of detail that can be represented in volume rendering applications. However, high dynamic range displays with contrast ratios larger than 50,000 : 1 have recently been developed. We explore how these increased capabilities can be exploited for common volume rendering algorithms such as direct volume rendering and maximum projection rendering. In particular, we discuss distribution of intensities across the range of the display contrast and a mapping of the transfer function to a perceptually linear space over the range of intensities that the display can produce. This allows us to reserve several just noticeable difference steps of intensities for spatial context apart from clearly depicting the main regions of interest. We also propose generating automatic transfer functions for order independent operators through histogram-equalization of data in perceptually linear space.
传统显示器的动态范围限制限制了在体绘制应用程序中可以表示的细节数量。然而,对比度大于50,000:1的高动态范围显示器最近已经开发出来。我们将探讨如何将这些增加的功能用于常见的体绘制算法,如直接体绘制和最大投影绘制。特别是,我们讨论了在显示对比度范围内的强度分布,以及在显示可以产生的强度范围内传递函数到感知线性空间的映射。除了清晰地描绘主要感兴趣的区域外,这使我们能够为空间背景保留几个明显的强度差异步骤。我们还提出了在感知线性空间中通过数据的直方图均衡化来生成阶无关算子的自动传递函数。
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引用次数: 12
An evaluation of using real-time volumetric display of 3D ultrasound data for intracardiac catheter manipulation tasks 三维超声数据实时体积显示在心内导管操作任务中的应用评价
Pub Date : 2005-06-20 DOI: 10.2312/VG/VG05/041-045
Aaron S. Wang, G. Narayan, D. Kao, D. Liang
The enthusiasm for novel, minimally invasive, catheter based intracardiac procedures has highlighted the need to provide accurate, realtime, anatomically based image guidance to decrease complications, improve precision, and decrease fluoroscopy time. The recent development of realtime 3D echocardiography creates the opportunity to greatly improve our ability to guide minimally invasive procedures (Ahmad, 2003). However, the need to present 3D data on a 2D display decreases the utility of 3D echocardiography because echocardiographers cannot readily appreciate 3D perspective on a 2D display without ongoing image manipulation. We evaluated the use of a novel strategy of presenting the data in a true 3D volumetric display, Perspecta Spatial 3D System (Actuality Systems, Inc., Burlington, MA). Two experienced echocardiographers performed the task of identifying the targeted location of a catheter within 6 different phantoms using four display methods. Echocardiographic images were obtained with a SONOS 7500 (Philips Medical Systems, Inc., Andover, MA). Completion of the task was significantly faster with the Perspecta display with no loss in accuracy. Echocardiography in 3D significantly improves the ability of echocardiography for guidance of catheter based procedures. Further improvement is achieved by using a true 3D volumetric display, which allows for more intuitive assessment of the spatial relationships of catheters in three-dimensional space compared with conventional 2D visualization modalities.
对新型、微创、基于导管的心内手术的热情强调了提供准确、实时、基于解剖的图像引导以减少并发症、提高精度和缩短透视时间的必要性。实时三维超声心动图的最新发展为极大地提高我们指导微创手术的能力创造了机会(Ahmad, 2003)。然而,在2D显示器上显示3D数据的需要降低了3D超声心动图的实用性,因为超声心动图医师不能很容易地在2D显示器上欣赏3D视角,而不进行图像处理。我们评估了在真正的3D体积显示中呈现数据的新策略的使用,透视空间3D系统(Actuality Systems, Inc., Burlington, MA)。两名经验丰富的超声心动图医师使用四种显示方法在6个不同的幻影中识别导管的目标位置。超声心动图图像由SONOS 7500 (Philips Medical Systems, Inc., Andover, MA)获得。使用Perspecta显示完成任务的速度要快得多,而且精度没有损失。三维超声心动图显著提高了超声心动图对导管手术指导的能力。进一步的改进是通过使用真正的3D体积显示来实现的,与传统的2D可视化方式相比,它可以更直观地评估导管在三维空间中的空间关系。
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引用次数: 13
iSBVR: isosurface-AIDED hardware acceleration techniques for slice-based volume rendering iSBVR:基于切片体绘制的等表面辅助硬件加速技术
Pub Date : 2005-06-20 DOI: 10.2312/VG/VG05/207-215
Daqing Xue, Caixia Zhang, R. Crawfis
In this paper, we examine the performance of the early z-culling feature on current high-end commodity graphics cards and present an isosurface-aided hardware acceleration algorithm for slice-based volume rendering (iSBVR) to maximize its utilization. We analyze the computational models for early z-culling of the texture based volume rendering. We demonstrate that the performance improves with two to four times speedup against an original straightforward SBVR on an ATI 9800pro display board. As volumetric shaders become increasingly complex, the advantages of fast z-culling will become even more pronounced.
在本文中,我们研究了早期z-culling特性在当前高端商品显卡上的性能,并提出了一种基于切片的体绘制(iSBVR)的等面辅助硬件加速算法,以最大限度地提高其利用率。我们分析了基于纹理的体绘制的早期z-剔除的计算模型。我们证明,与ATI 9800pro显示板上的原始直接SBVR相比,性能提高了两到四倍的速度。随着体积着色器变得越来越复杂,快速z-culling的优势将变得更加明显。
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引用次数: 9
A simple and flexible volume rendering framework for graphics-hardware-based raycasting 一个简单而灵活的体渲染框架,用于基于图形硬件的光线投射
Pub Date : 2005-06-20 DOI: 10.2312/VG/VG05/187-195
S. Stegmaier, M. Strengert, T. Klein, T. Ertl
In this work we present a flexible framework for GPU-based volume rendering. The framework is based on a single pass volume raycasting approach and is easily extensible in terms of new shader functionality. We demonstrate the flexibility of our system by means of a number of high-quality standard and nonstandard volume rendering techniques. Our implementation shows a promising performance in a number of benchmarks while producing images of higher accuracy than obtained by standard pre-integrated slice-based volume rendering.
在这项工作中,我们提出了一个灵活的基于gpu的体渲染框架。该框架基于单通道体积光线投射方法,并且在新的着色器功能方面很容易扩展。我们通过一系列高质量的标准和非标准体绘制技术展示了我们系统的灵活性。我们的实现在许多基准测试中显示出良好的性能,同时生成的图像比标准的预集成基于切片的体渲染获得的图像精度更高。
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引用次数: 279
Simplification of unstructured tetrahedral meshes by point sampling 基于点采样的非结构化四面体网格简化
Pub Date : 2005-06-20 DOI: 10.2312/VG/VG05/157-165
D. Uesu, Louis Bavoil, S. Fleishman, J. Shepherd, Cláudio T. Silva
Tetrahedral meshes are widely used in scientific computing for representing 3D scalar, vector, and tensor fields. The size and complexity of some of these meshes can limit the performance of many visualization algorithms, making it hard to achieve interactive visualization. The use of simplified models is one way to enable the real-time exploration of these datasets. In this paper, we propose a novel technique for simplifying large unstructured meshes. Most current techniques simplify the geometry of the mesh using edge collapses. Our technique simplifies an underlying scalar field directly by segmenting the original scalar field into two pieces: the boundary of the original domain and the interior samples of the scalar field. We then simplify each piece separately, taking into account proper error bounds. Finally, we combine the simplified domain boundary and scalar field into a complete, simplified mesh that can be visualized with standard unstructured-data visualization tools. Our technique is much faster than edge-collapse-based simplification approaches. Furthermore, it is particularly suitable for aggressive simplification. Experiments show that isosurfaces and volume renderings of meshes produced by our technique have few noticeable visual artifacts.
四面体网格在科学计算中广泛用于表示三维标量场、矢量场和张量场。其中一些网格的大小和复杂性限制了许多可视化算法的性能,使其难以实现交互式可视化。使用简化模型是实现实时探索这些数据集的一种方法。在本文中,我们提出了一种简化大型非结构化网格的新技术。目前大多数技术都是使用边缘折叠来简化网格的几何形状。我们的技术通过将原始标量场分割成两个部分,即原始域的边界和标量场的内部样本,直接简化了底层标量场。然后,我们分别简化每个部分,并考虑适当的误差范围。最后,我们将简化的域边界和标量场组合成一个完整的简化网格,可以用标准的非结构化数据可视化工具进行可视化。我们的技术比基于边坍缩的简化方法快得多。此外,它特别适合于激进化简。实验表明,我们的技术产生的网格等值面和体效果图几乎没有明显的视觉伪影。
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引用次数: 21
期刊
Fourth International Workshop on Volume Graphics, 2005.
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