Symposium on Volume Visualization and Graphics, 2002. Proceedings. IEEE / ACM SIGGRAPH最新文献

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Feature estimation for efficient streaming 高效流的特征估计
Naveen Kumar Polapally, R. Machiraju, D. Panda
{"title":"Feature estimation for efficient streaming","authors":"Naveen Kumar Polapally, R. Machiraju, D. Panda","doi":"10.1109/SWG.2002.1226516","DOIUrl":"https://doi.org/10.1109/SWG.2002.1226516","url":null,"abstract":"In this paper we propose a method to estimate the number of primitives that are extracted from an iso-surface extraction procedure. A decimated version of the data is used to estimate the number of triangles at the finest resolution through a combinatorial audit of the features (iso-contours) and their changes across resolutions. The estimates allow for the efficient implementation of visualization pipelines across a spectrum of hardware platforms. We demonstrate the efficacy of our methods through suitable experiments with The Visible Woman dataset.","PeriodicalId":179293,"journal":{"name":"Symposium on Volume Visualization and Graphics, 2002. Proceedings. IEEE / ACM SIGGRAPH","volume":"7 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2002-10-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126606608","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
Space-time points: 4D splatting on efficient grids 时空点:四维溅射在高效网格上
N. Neophytou, K. Mueller
{"title":"Space-time points: 4D splatting on efficient grids","authors":"N. Neophytou, K. Mueller","doi":"10.1109/SWG.2002.1226515","DOIUrl":"https://doi.org/10.1109/SWG.2002.1226515","url":null,"abstract":"4D datasets, such as time-varying datasets, usually come on 4D Cartesian Cubic (CC) grids. In this paper, we explore the use of 4D Body Centered Cubic (BCC) grids to provide a more efficient sampling lattice. We use this lattice in conjunction with a point-based renderer that further reduces the data into an RLE-encoded list of relevant points. We achieve compression ranging from 50 to 80% in our experiments. Our 4D visualization approach follows the hyperslice paradigm: the user first specifies a 4D slice to extract a 3D volume, which is then viewed using a regular point-based full volume renderer. The slicing of a 4D BCC volume yields a 3D BCC volume, which theoretically has 70% of the datapoints of an equivalent CC volume. We reach compressions close to this in practice. The visual quality of the rendered BCC volume is virtually identical with that obtained from the equivalent CC volume, at 70-80% of the CC grid rendering time. Finally, we also describe a 3.5D visualization approach that uses motion blur to indicate the transition of objects along the dimension orthogonal to the extracted hyperslice in one still image. Our approach uses interleaved rendering of a motion volume and the current iso-surface volume to acid the motion blurring effect with proper occlusion and depth relationships.","PeriodicalId":179293,"journal":{"name":"Symposium on Volume Visualization and Graphics, 2002. Proceedings. IEEE / ACM SIGGRAPH","volume":"90 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2002-10-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124563315","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: 63
Haptics-based volumetric modeling using dynamic spline-based implicit functions 基于触觉的基于动态样条隐式函数的体积建模
Jing Hua, Hong Qin
{"title":"Haptics-based volumetric modeling using dynamic spline-based implicit functions","authors":"Jing Hua, Hong Qin","doi":"10.1109/SWG.2002.1226510","DOIUrl":"https://doi.org/10.1109/SWG.2002.1226510","url":null,"abstract":"This paper systematically presents a novel haptics-based volumetric modeling framework, which is founded upon volumetric implicit functions and powerful physics-based modeling. The volumetric implicit functions incorporate hierarchical B-splines, CSG-based functional composition, and knot insertion to facilitate multiresolution editing and level of details (LODs) control. Our dynamic volumes are semi-algebraic sets of implicit functions and are governed by the principle of dynamics, hence responding to sculpting forces in a natural and predictive manner. The versatility of our volumetric modeling affords users to easily modify both the geometry and the topology of modeled objects, while the inherent physical properties can offer an intuitive mechanism for direct manipulation. Moreover, we augment our modeling environment with a natural haptic interface, in order to take advantage of the additional realism associated with 3D haptic interaction. Coupling physics and haptics with implicit functions can realize all the potentials exhibited by volumetric modeling, physics-based modeling, and haptic interface. Furthermore, in order to directly manipulate existing volumetric datasets as well as point clouds, we develop a hierarchical fitting algorithm to reconstruct and represent discrete datasets using our continuous implicit functions, which permit users to further design and edit those 3D models in real-time using a large variety of haptic toolkits and visualize their interactive deformation at arbitrary resolution.","PeriodicalId":179293,"journal":{"name":"Symposium on Volume Visualization and Graphics, 2002. Proceedings. IEEE / ACM SIGGRAPH","volume":"41 8","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2002-10-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"120884139","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: 37
Interactive visualization of unstructured grids using hierarchical 3D textures 使用分层3D纹理的非结构化网格的交互式可视化
J. Leven, Jason J. Corso, J. Cohen, Subodh Kumar
{"title":"Interactive visualization of unstructured grids using hierarchical 3D textures","authors":"J. Leven, Jason J. Corso, J. Cohen, Subodh Kumar","doi":"10.1109/SWG.2002.1226508","DOIUrl":"https://doi.org/10.1109/SWG.2002.1226508","url":null,"abstract":"We present a system for interactively rendering large, unstructured grids. Our approach is to voxelize the grid into a 3D voxel octree, and then to render the data using hierarchical, 3D texture mapping. This approach leverages the Current 3D texture mapping PC hardware for the problem of unstructured grid rendering. We specialize the 3D texture octree to the task of rendering unstructured grids through a novel pad and stencil algorithm, which distinguishes between data and non-data voxels. Both the voxelization and rendering processes efficiently manage large, out-of-core datasets. The system manages cache usage in main memory and texture memory, as well as bandwidths among disk, main memory, and texture memory. It also manages rendering load to achieve interactivity at all times. It maximizes a quality metric for a desired level of interactivity. It has been applied to a number of large data and produces high quality images at interactive, user-selectable frame rates using standard PC hardware.","PeriodicalId":179293,"journal":{"name":"Symposium on Volume Visualization and Graphics, 2002. Proceedings. IEEE / ACM SIGGRAPH","volume":"27 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2002-10-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122036802","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: 40
Hardware-based view-independent cell projection 基于硬件的独立于视图的单元投影
Manfred Weiler, M. Kraus, Markus Merz, T. Ertl
{"title":"Hardware-based view-independent cell projection","authors":"Manfred Weiler, M. Kraus, Markus Merz, T. Ertl","doi":"10.1109/SWG.2002.1226505","DOIUrl":"https://doi.org/10.1109/SWG.2002.1226505","url":null,"abstract":"We present the first, view-independent cell projection algorithm for off-the-shelf programmable graphics hardware. Our implementation performs all computations for the projection and scan conversion of a set of tetrahedra on the graphics hardware and is therefore compatible with many of the hardware-accelerated optimizations for polygonal graphics, e.g. OpenGL vertex arrays and display lists. Apart from our actual implementation, we discuss potential improvements on future, more flexible graphics hardware and applications to interactive volume visualization of unstructured meshes.","PeriodicalId":179293,"journal":{"name":"Symposium on Volume Visualization and Graphics, 2002. Proceedings. IEEE / ACM SIGGRAPH","volume":"3 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2002-10-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130196673","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: 89
Time-critical multiresolution volume rendering using 3D texture mapping hardware 时间关键的多分辨率体渲染使用3D纹理映射硬件
Xinyue Li, Han-Wei Shen
{"title":"Time-critical multiresolution volume rendering using 3D texture mapping hardware","authors":"Xinyue Li, Han-Wei Shen","doi":"10.1109/SWG.2002.1226507","DOIUrl":"https://doi.org/10.1109/SWG.2002.1226507","url":null,"abstract":"This paper presents a LOD selection algorithm for multiresolution volume rendering using 3D texture mapping hardware. The goal of the algorithm is to select appropriate LODs automatically from a volume hierarchy so that the rendering speed will match the user's desired frame rate. To achieve this goal, we devise an intra-frame predictive-reactive scheme, which controls the rendering time by collecting run-time performance statistics and performing dynamic LOD selections. Our algorithm takes into account user-specified volume importance criteria when distributing the time budget, so regions of interest can be rendered at a higher quality. Experiments showed that our algorithm can control the rendering speed with less than 10% of error from the user's target frame rate.","PeriodicalId":179293,"journal":{"name":"Symposium on Volume Visualization and Graphics, 2002. Proceedings. IEEE / ACM SIGGRAPH","volume":"266 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2002-10-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115663832","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: 31
Dynamic triangulation of variational implicit surfaces using incremental Delaunay tetrahedralization 使用增量Delaunay四面体化的变分隐式曲面的动态三角剖分
B. Crespin
{"title":"Dynamic triangulation of variational implicit surfaces using incremental Delaunay tetrahedralization","authors":"B. Crespin","doi":"10.1109/SWG.2002.1226512","DOIUrl":"https://doi.org/10.1109/SWG.2002.1226512","url":null,"abstract":"In this paper, we present a novel method to triangulate variational implicit surfaces. The core of the algorithm is an incremental Delaunay tetrahedralization of the constraint points defining the surface; it can be refined over time by adding new points around the surface as needed. Each tetrahedron that crosses the surface can then be triangulated to locally approximate the surface. This method allows getting several meshes of the same shape at different resolutions, which can be updated dynamically when adding new constraint points. This level-of-detail property makes variational surfaces more appealing for applications such as interactive modeling.","PeriodicalId":179293,"journal":{"name":"Symposium on Volume Visualization and Graphics, 2002. Proceedings. IEEE / ACM SIGGRAPH","volume":"51 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2002-10-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126590335","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: 15
Shape retaining chain linked model for real-time volume haptic rendering 形状保持链链接模型实时体触觉渲染
Jinah Park, Sang-Youn Kim, Seung-Woo Son, D. Kwon
{"title":"Shape retaining chain linked model for real-time volume haptic rendering","authors":"Jinah Park, Sang-Youn Kim, Seung-Woo Son, D. Kwon","doi":"10.1109/SWG.2002.1226511","DOIUrl":"https://doi.org/10.1109/SWG.2002.1226511","url":null,"abstract":"Haptic rendering is the process of computing and generating forces in response to user interactions with virtual objects. While we speak of real-time volume rendering for visualization, we are still very much limited to Surface models for manipulation due to overwhelming computational requirements for volumetric models. In this paper, we propose a new volumetric deformable model that is suitable for volume haptic interactions. The volume elements of our proposed model are linked to their nearest neighbors and their displacements are transformed into potential energy of the virtual object. The original 3D ChainMail algorithm does not account the fact that the residual energy left in the object after some interactions becomes a critical problem in haptic rendering. We present the shape-retaining chain linked model, which allows for fast and realistic deformation of elastic objects. Furthermore, we incorporate force-voltage analogy (duality) concepts into the proposed shape-retaining chain linked representation in order to develop a fast volumetric haptic model that is Suitable for realtime applications. We experimented with homogenous and non-homogenous virtual objects of size 75/spl times/75/spl times/75 volume elements, and we were able to verify real-time and realistic haptic interaction with a 3DOF PHANToM/spl trade/ haptic device.","PeriodicalId":179293,"journal":{"name":"Symposium on Volume Visualization and Graphics, 2002. Proceedings. IEEE / ACM SIGGRAPH","volume":"147 ","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2002-10-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"113990003","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: 34
OpenGL volumizer: a toolkit for high quality volume rendering of large data sets OpenGL volumizer:一个用于大数据集的高质量体积渲染的工具包
Praveen Bhaniramka, Y. Demange
{"title":"OpenGL volumizer: a toolkit for high quality volume rendering of large data sets","authors":"Praveen Bhaniramka, Y. Demange","doi":"10.1109/SWG.2002.1226509","DOIUrl":"https://doi.org/10.1109/SWG.2002.1226509","url":null,"abstract":"We present the OpenGL Volumizer API for interactive, high-quality, scalable visualization of large volumetric data sets. Volumizer provides a high-level interface to OpenGL hardware to allow application writers and researchers to visualize multiple gigabytes of volumetric data. Use of multiple graphics pipes scales rendering performance and system resources including pixel-fill rate and texture memory size. Volume roaming and multi-resolution volume rendering provide alternatives for interactive visualization of volume data. We combine the concepts of roaming and multi-resolution to introduce 3D Clip-Textures, an efficient technique to visualize arbitrarily large volume data by judiciously organizing and paging them to local graphics resources from storage peripherals. Volumetric shaders provide an interface for high quality volume rendering along with implementing new visualization techniques. This paper gives an overview of the API along with a discussion of large data visualization techniques used by Volumizer.","PeriodicalId":179293,"journal":{"name":"Symposium on Volume Visualization and Graphics, 2002. Proceedings. IEEE / ACM SIGGRAPH","volume":"48 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2002-10-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125667744","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: 53
A two-step approach for interactive pre-integrated volume rendering of unstructured grids 非结构化网格交互式预集成体绘制的两步法
S. Röttger, T. Ertl
{"title":"A two-step approach for interactive pre-integrated volume rendering of unstructured grids","authors":"S. Röttger, T. Ertl","doi":"10.1109/SWG.2002.1226506","DOIUrl":"https://doi.org/10.1109/SWG.2002.1226506","url":null,"abstract":"In the area of volume visualization the cell projection technique is used widely to display unstructured tetrahedral grids. In this field, the pre-integration of the ray integral has proven to be a powerful method for the display of tetrahedral grids with high quality and at interactive frame rates. Besides the actual performance of the projected tetrahedra algorithm of Shirley and Tuchman, the degree of interactivity is also limited by the update rate of the pre-integrated ray integral and the performance of the graphics card at high screen resolutions. In order to widen those two bottlenecks, we propose a hardware-accelerated pre-integration approach and a rendering method which applies standard 2D texture mapping instead of the previously used 3D texturing. As a result, the update rate of the transfer function is increased by almost a factor of hundred and the rasterization of the tetrahedra is sped up by up to a factor of three without degrading accuracy. As a side effect, pre-integrated unstructured volume rendering can be utilized on a broader range of graphics platforms, since the support of 2D texture mapping is much more common. In summary, our two-step approach greatly increases the interactivity of unstructured pre-integrated volume rendering allowing for a much wider area of application.","PeriodicalId":179293,"journal":{"name":"Symposium on Volume Visualization and Graphics, 2002. Proceedings. IEEE / ACM SIGGRAPH","volume":"224 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2002-10-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116764289","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: 73
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