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

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A VR toolkit for the diagnosis and monitoring of myocardial infarctions 用于心肌梗死诊断和监测的VR工具包
Pub Date : 2005-06-20 DOI: 10.1109/VG.2005.194097
J. Ryan, C. O'Sullivan, C. Bell, N. Mulvihill
We have developed a software system that takes standard electrocardiogram (ECG) input and interprets this input along with user-defined and automatically defined markers to diagnose myocardial infarctions (MI). These pathologies are then automatically represented within a volumetric model of the heart. Over a period of six months 30 patients were monitored using a digital ECG system and this information was used to test and develop our system. It was found that the STEMIs (ST segment Elevation MI) were successfully diagnosed, however NSTEMIs (Non-STEMI), although correctly interpreted, were more ambiguous due to the fact that T wave inversions are sometimes seen on normal ECGs. Control ECGs of normal hearts were also taken. The system correctly interpreted this data as being normal. A standard voxel-count metric was developed so that future work in MI monitoring will be possible. The toolkit was found to be beneficial for three possible uses, as a diagnostic tool for clinicians, as a teaching tool for students and also as an information tool for the patient.
我们开发了一个软件系统,该系统采用标准心电图(ECG)输入,并将此输入与用户定义和自动定义的标记一起解释,以诊断心肌梗死(MI)。然后,这些病理在心脏的体积模型中自动表示。在6个月的时间里,30名患者使用数字心电图系统进行监测,这些信息用于测试和开发我们的系统。我们发现stemi (ST段抬高MI)可以被成功诊断,然而nstemi(非stemi),虽然解释正确,但由于正常心电图有时会出现T波反转,因此更加模糊。同时取正常心脏的对照心电图。系统正确地将此数据解释为正常。一种标准的体素计数度量被开发出来,使得未来在心肌梗死监测方面的工作成为可能。该工具包被发现有三种可能的用途,作为临床医生的诊断工具,作为学生的教学工具,也作为患者的信息工具。
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引用次数: 0
Time-varying interval volumes 时变间隔体积
Pub Date : 2005-06-20 DOI: 10.2312/VG/VG05/099-107
Caixia Zhang, Daqing Xue, R. Crawfis, R. Wenger
In this paper, we study the interval segmentation and direct rendering of time-varying volumetric data to provide a more effective and interactive volume rendering of time-varying structured and unstructured grids. Our segmentation is based upon intervals within the scalar field between time steps, producing a set of geometrically defined time-varying interval volumes. To construct the time-varying interval volumes, we cast the problem one dimension higher, using a five-dimensional isocontour construction for interactive computation or segmentation. The key point of this paper is how to render the time-varying interval volumes directly. We directly render the 4D interval volumes by projecting the 4D simplices onto 3D, decomposing the projected 4-simplices to 3-simplices and then rendering them using a modified hardware-implemented projected tetrahedron method. In this way, we can see how interval volumes change with the time in one view. The algorithm is independent of the topology of the polyhedral cells comprising the grid, and thus offers an excellent enhancement to the volume rendering of time-varying unstructured grids. Another advantage of this algorithm is that various volumetric and surface boundaries can be embedded into the time-varying interval volumes.
本文研究时变体积数据的区间分割和直接绘制,为时变结构化和非结构化网格提供更有效的交互式体绘制。我们的分割是基于时间步之间的标量域内的间隔,产生一组几何定义的时变间隔体积。为了构造时变区间体积,我们将问题提高了一个维度,使用五维等高结构进行交互计算或分割。本文的重点是如何直接呈现时变区间体积。我们通过将四维简单体投影到3D上,将投影的4-简单体分解为3-简单体,然后使用改进的硬件实现投影四面体方法进行渲染,从而直接渲染四维区间体。通过这种方式,我们可以在一个视图中看到间隔体积是如何随时间变化的。该算法不依赖于构成网格的多面体单元的拓扑结构,从而对时变非结构化网格的体绘制提供了很好的增强。该算法的另一个优点是可以将不同的体积和表面边界嵌入到时变区间体积中。
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引用次数: 6
Texturing and hypertexturing of volumetric objects 体积物体的纹理和超纹理
Pub Date : 2005-06-20 DOI: 10.2312/VG/VG05/117-125
Chris M. Miller, Mark W. Jones
Texture mapping is an extremely powerful and flexible tool for adding complex surface detail to an object. This paper introduces a method of surface texturing and hypertexturing complex volumetric objects in real-time. We employ distance field volume representations, texture based volume rendering and procedural texturing techniques with Shader Model 2.0 flexible programmable graphics hardware. We aim to provide a flexible cross-platform, non vendor specific implementation.
纹理映射是一个非常强大和灵活的工具,可以为物体添加复杂的表面细节。本文介绍了一种复杂体体对象的实时表面纹理化和超纹理化方法。我们采用距离场体表示,基于纹理的体渲染和程序纹理技术,使用Shader Model 2.0灵活的可编程图形硬件。我们的目标是提供一个灵活的跨平台,非特定于供应商的实现。
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引用次数: 8
A multiresolution volume rendering framework for large-scale time-varying data visualization 面向大规模时变数据可视化的多分辨率体绘制框架
Pub Date : 2005-06-20 DOI: 10.2312/VG/VG05/011-019
Chaoli Wang, Jinzhu Gao, Liya Li, Han-Wei Shen
We present a new parallel multiresolution volume rendering framework for large-scale time-varying data visualization using the wavelet-based time-space partitioning (WTSP) tree. Utilizing the wavelet transform, a large-scale time-varying data set is converted into a space-time multiresolution data hierarchy, and is stored in a time-space partitioning (TSP) tree. To eliminate the parent-child data dependency for reconstruction and achieve load-balanced rendering, we design an algorithm to partition the WTSP tree and distribute the wavelet-compressed data along hierarchical space-filling curves with error-guided bucketization. At run time, the WTSP tree is traversed according to the user-specified time step and tolerances of both spatial and temporal errors. Data blocks of different spatio-temporal resolutions are reconstructed and rendered to compose the final image in parallel. We demonstrate that our algorithm can reduce the run-time communication cost to a minimum and ensure a well-balanced workload among processors when visualizing gigabytes of time-varying data on a PC cluster.
我们提出了一种新的并行多分辨率体绘制框架,该框架采用基于小波的时空划分(WTSP)树进行大规模时变数据可视化。利用小波变换将大尺度时变数据集转换成时空多分辨率数据层次,并存储在一棵时空划分树中。为了消除重建过程中父子数据的依赖关系,实现负载均衡渲染,设计了一种对WTSP树进行分区的算法,并采用误差引导桶化方法将小波压缩后的数据沿分层空间填充曲线分布。在运行时,根据用户指定的时间步长和空间和时间错误的容忍度遍历WTSP树。对不同时空分辨率的数据块进行并行重构和渲染,构成最终图像。我们证明,当在PC集群上可视化千兆字节时变数据时,我们的算法可以将运行时通信成本降至最低,并确保处理器之间的工作负载均衡。
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引用次数: 63
Scaffolding-based segmentation of coronary vascular structures 基于支架的冠状血管结构分割
Pub Date : 2005-06-20 DOI: 10.2312/VG/VG05/047-054
D. Bartz, S. Lakare
The coronary arteries are essential for the proper function of the human heart. However, they are generally difficult to segment in volume datasets separately from the other blood-filled cavities of the heart. The major reason for these difficulties is the lack of sufficient spatial resolution and partial volume effects. In this paper, we present a method to mark the coronary arteries by a virtual endoscopic traversal. Virtual endoscopy enables a significantly easier visual identification of the blood vessels in comparison to outside views or slice-by-slice examination methods. Furthermore, we use this marking as a scaffold for the actual segmentation of the coronary arteries.
冠状动脉对人类心脏的正常功能至关重要。然而,它们通常很难从其他充满血液的心脏腔中分离出来。造成这些困难的主要原因是缺乏足够的空间分辨率和局部体积效应。在本文中,我们提出了一种方法来标记冠状动脉的虚拟内镜穿越。与外部视图或切片检查方法相比,虚拟内窥镜可以更容易地视觉识别血管。此外,我们使用这种标记作为支架的冠状动脉的实际分割。
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引用次数: 7
GPU accelerated image aligned splatting GPU加速图像对齐飞溅
Pub Date : 2005-06-20 DOI: 10.2312/VG/VG05/197-205
N. Neophytou, K. Mueller
Splatting is a popular technique for volume rendering, where voxels are represented by Gaussian kernels, whose pre-integrated footprints are accumulated to form the image. Splatting has been mainly used to render pre-shaded volumes, which can result in significant blurring in zoomed views. This can be avoided in the image-aligned splatting scheme, where one accumulates kernel slices into equi-distant, parallel sheet buffers, followed by classification, shading, and compositing. In this work, we attempt to evolve this algorithm to the next level: GPU (graphics processing unit) based acceleration. First we describe the challenges that the highly parallel "Gather" architecture of modern GPUs poses to the "Scatter" based nature of a splatting algorithm. We then describe a number of strategies that exploit newly introduced features of the latest-generation hardware to address these limitations. Two crucial operations to boost the performance in image-aligned splatting are the early elimination of hidden splats and the skipping of empty buffer-space. We describe mechanisms which take advantage of the early z-culling hardware facilities to accomplish both of these operations efficiently in hardware.
飞溅是一种流行的体绘制技术,其中体素由高斯核表示,其预集成足迹累积形成图像。飞溅主要用于渲染预阴影的体块,这会导致放大视图中明显的模糊。这可以在图像对齐的溅射方案中避免,在该方案中,将内核切片累积到等距、平行的片缓冲区中,然后进行分类、着色和合成。在这项工作中,我们试图将该算法发展到下一个层次:基于GPU(图形处理单元)的加速。首先,我们描述了现代gpu的高度并行“聚集”架构对飞溅算法的“散射”性质所带来的挑战。然后,我们描述了一些利用最新一代硬件新引入的特性来解决这些限制的策略。提高图像对齐溅射性能的两个关键操作是尽早消除隐藏的溅射和跳过空的缓冲空间。我们描述了利用早期z-culling硬件设施在硬件中高效完成这两个操作的机制。
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引用次数: 59
GPU-based object-order ray-casting for large datasets 基于gpu的大型数据集对象顺序光线投射
Pub Date : 2005-06-20 DOI: 10.2312/VG/VG05/177-185
Wei Hong, Feng Qiu, A. Kaufman
We propose a GPU-based object-order ray-casting algorithm for the rendering of large volumetric datasets, such as the Visible Human CT datasets. A volumetric dataset is decomposed into small sub-volumes, which are then organized using a min-max octree structure. The small sub-volumes are stored in the leaf nodes of the min-max octree, which are also called cells. The cells are classified using a transfer function, and the visible cells are then loaded into the video memory or the AGP memory. The cells are sorted and projected onto the image plane front to back. The cell projection is implemented using a volumetric ray-casting algorithm on the GPU. In order to make the cell projection more efficient, we devise a propagation method to sort cells into layers. The cells within the same layer are projected at the same time. We demonstrate the efficiency of our algorithm using the visible human datasets and a segmented photographic brain dataset on commodity PCs.
我们提出了一种基于gpu的物体顺序光线投射算法,用于绘制大型体积数据集,如可见人体CT数据集。体积数据集被分解成小的子卷,然后使用最小-最大八叉树结构组织这些子卷。小的子卷存储在最小最大八叉树的叶节点中,这些叶节点也称为细胞。使用传递函数对细胞进行分类,然后将可见细胞加载到视频存储器或AGP存储器中。对细胞进行排序,并将其前后投影到图像平面上。在GPU上使用体积光线投射算法实现单元投影。为了提高细胞投影的效率,我们设计了一种将细胞分层的繁殖方法。同一层内的细胞同时投影。我们使用商用pc上可见的人类数据集和分割的图像大脑数据集来证明我们的算法的效率。
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引用次数: 38
An integrated processing pipeline for irregular volume data 不规则体数据的集成处理管道
Pub Date : 2005-06-20 DOI: 10.1109/VG.2005.194109
Chuan-Kai Yang, T. Chiueh
Very large irregular-grid volume data sets are typically represented as tetrahedral mesh and require substantial disk I/O and rendering computation. One effective way to reduce this demanding resource requirement is compression. Previous research showed how rendering and decompression of a losslessly compressed irregular-grid data set can be integrated into a one-pass computation. This work, advances the state of the art one step further by showing that a losslessly compressed irregular volume data set can be simplified while it is being decompressed and that simplification, decompression, and rendering can again be integrated into a pipeline that requires only a single pass through the data sets. Since simplification is a form of lossy compression, the on-the-fly volume simplification algorithm provides a powerful mechanism to dynamically create versions of a tetrahedral mesh at multiple resolution levels directly from its losslessly compressed representation, which also corresponds to the finest resolution level. In particular, an irregular-grid volume Tenderer can exploit this multi-resolution representation to maintain interactivity on a given hardware/software platform by automatically adjusting the amount of rendering computation that could be afforded, or performing so called time-critical rendering. The proposed tetrahedral mesh simplification algorithm and its integration with volume decompression and rendering has been successfully implemented in the Gatun system. Performance measurements on the Gatun prototype show that simplification only adds less than 5% of performance overhead on an average and with multi-resolution pre-simplification the end-to-end rendering delay indeed decreases in an approximately linear fashion with respect to the simplification ratio.
非常大的不规则网格体数据集通常表示为四面体网格,需要大量的磁盘I/O和渲染计算。减少这种资源需求的一个有效方法是压缩。先前的研究表明,如何将无损压缩的不规则网格数据集的渲染和解压缩集成到一次计算中。这项工作进一步展示了无损压缩的不规则体数据集可以在解压缩时进行简化,并且简化、解压缩和渲染可以再次集成到一个管道中,只需要通过数据集进行一次传递。由于简化是一种有损压缩形式,因此动态体积简化算法提供了一种强大的机制,可以直接从其无损压缩表示动态创建多个分辨率级别的四面体网格版本,这也对应于最佳分辨率级别。特别是,不规则网格体积投标者可以利用这种多分辨率表示,通过自动调整可以提供的渲染计算量,或执行所谓的时间关键渲染,来维持给定硬件/软件平台上的交互性。所提出的四面体网格简化算法及其与体压缩和绘制的集成已在Gatun系统中成功实现。对Gatun原型的性能测量表明,简化平均只增加不到5%的性能开销,并且通过多分辨率预简化,端到端渲染延迟确实以近似线性的方式减少,相对于简化比率。
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引用次数: 0
Volumetric reconstruction, compression and rendering of natural phenomena from multi-video data 从多视频数据中进行自然现象的体积重建、压缩和渲染
Pub Date : 2005-06-20 DOI: 10.2312/VG/VG05/083-090
L. Ahrenberg, Ivo Ihrke, M. Magnor
Lately, new methods for the acquisition of time-varying, volumetric data for photo-realistic rendering of semi-transparent, volumetric phenomena like fire and smoke have been developed. This paper presents a wavelet-coding and rendering approach for these volumetric sequences that exploits spatial as well as temporal coherence in the data. A space partitioning tree allows for efficient storage and real-time rendering of dynamic, volumetric data on common PC hardware.
最近,人们开发了新的方法来获取时变的体积数据,以便对火灾和烟雾等半透明的体积现象进行逼真的渲染。本文提出了一种小波编码和渲染方法,用于这些体积序列,利用数据中的空间和时间相干性。空间分区树允许在普通PC硬件上有效地存储和实时呈现动态、体积数据。
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引用次数: 8
A simplified model for inhomogeneous subsurface scattering 非均匀次表面散射的简化模型
Pub Date : 2005-06-20 DOI: 10.2312/VG/VG05/063-071
R. Sharp, R. Machiraju
There has been considerable interest in modeling realistic subsurface light scattering in materials such as marble, human skin, or clouds. Many of these models provide a solution for the transport equation in a homogeneous or layered scattering media. The model we present here exploits a diffusion mechanism to provide a simpler solution to the transport equation. Treating light flux as current we can use circuit analysis techniques and linear systems to solve directly for the steady state transport equation and ignore the transient values. Thus our model can simulate light transport in heterogeneous materials and complex geometry.
有相当大的兴趣在模拟逼真的次表面光散射的材料,如大理石,人体皮肤,或云。这些模型中有许多提供了均匀或分层散射介质中输运方程的解。我们在这里提出的模型利用扩散机制为输运方程提供了一个更简单的解。将光通量视为电流,可以利用电路分析技术和线性系统直接求解稳态输运方程,而忽略瞬态值。因此,我们的模型可以模拟光在非均质材料和复杂几何结构中的传输。
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引用次数: 3
期刊
Fourth International Workshop on Volume Graphics, 2005.
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