{"title":"Efficient estimation of 3D Euclidean distance fields from 2D range images","authors":"Sarah F. Frisken, R. N. Perry","doi":"10.1109/SWG.2002.1226513","DOIUrl":"https://doi.org/10.1109/SWG.2002.1226513","url":null,"abstract":"Several existing algorithms for reconstructing 3D models from range data first approximate the object's 3D distance field to provide an implicit representation of the scanned object and then construct a surface model of the object using this distance field. In these existing approaches, computing and storing 3D distance values from range data contribute significantly to the computational and storage requirements. This paper presents an efficient method for estimating the 3D Euclidean distance field from 2D range images that can be used by any of these algorithms. The proposed method uses Adaptively Sampled Distance Fields to minimize the number of distance evaluations and significantly reduce storage requirements of the sampled distance field. The method is fast because much of the computation required to convert the line-of-sight range distances to Euclidean distances can be done during a pre-processing step in the 2D coordinate space of each range image.","PeriodicalId":179293,"journal":{"name":"Symposium on Volume Visualization and Graphics, 2002. Proceedings. IEEE / ACM SIGGRAPH","volume":"56 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":"130937027","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}
B. Wylie, K. Moreland, L. Fisk, Patricia J. Crossno
{"title":"Tetrahedral projection using vertex shaders","authors":"B. Wylie, K. Moreland, L. Fisk, Patricia J. Crossno","doi":"10.1109/SWG.2002.1226504","DOIUrl":"https://doi.org/10.1109/SWG.2002.1226504","url":null,"abstract":"Projective methods for volume rendering currently represent the best approach for interactive visualization of unstructured data sets. We present a technique for tetrahedral projection using the programmable vertex shaders on current generation commodity graphics cards. The technique is based on Shirley and Tuchman's Projected Tetrahedra (PT) algorithm and allows tetrahedral elements to be volume scan converted within the graphics processing unit. Our technique requires no pre-processing of the data and no additional data structures. Our initial implementation allows interactive viewing of large unstructured datasets on a desktop personal computer.","PeriodicalId":179293,"journal":{"name":"Symposium on Volume Visualization and Graphics, 2002. Proceedings. IEEE / ACM SIGGRAPH","volume":"46 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":"123355043","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}
{"title":"Feature based volumetric video compression for interactive playback","authors":"Bong-Soo Sohn, C. Bajaj, Vinay Siddavanahalli","doi":"10.1109/SWG.2002.1226514","DOIUrl":"https://doi.org/10.1109/SWG.2002.1226514","url":null,"abstract":"In this paper, we describe a compression scheme for encoding time-varying isosurfaces and amorphous volumetric features (volumes within specified value ranges) in a unified way, which allows for on-line reconstruction and rendering. Since the size of even one frame in a time-varying data set is very large, transmission and online reconstruction are the main bottlenecks for interactive visualization of time-varying volume and surface data. To increase the run-time decompression speed and compression ratio, we decompose the volume into small blocks and encode only the significant blocks that contribute to the isosurface and volumetric features. The result shows that our compression scheme achieves high compression ratio with fast reconstruction, which is effective for client-side rendering of time-varying isosurfaces with amorphous volumetric features.","PeriodicalId":179293,"journal":{"name":"Symposium on Volume Visualization and Graphics, 2002. Proceedings. IEEE / ACM SIGGRAPH","volume":"15 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":"125220691","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}
{"title":"Accelerating volume rendering with texture hulls","authors":"Wei Li, A. Kaufman","doi":"10.1109/SWG.2002.1226517","DOIUrl":"https://doi.org/10.1109/SWG.2002.1226517","url":null,"abstract":"Texture-mapping hardware has been successfully exploited for volume rendering. In this paper, we propose algorithms for texture-based volume rendering accelerated by texture hulls that avoid the transferring and compositing of empty voxels. We have developed methods that efficiently find all the bounding rectangles of the nonempty regions as well as the bounding contours that more accurately describe the borders of the non-empty regions. The bounding shapes are treated as the hulls of the non-empty sub-textures. Texels outside the hulls are skipped for storing and rendering. With our accelerations, the rendering speed is 2 to 12 times faster for a variety of data sets.","PeriodicalId":179293,"journal":{"name":"Symposium on Volume Visualization and Graphics, 2002. Proceedings. IEEE / ACM SIGGRAPH","volume":"71 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":"115421260","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}
{"title":"A hardware-assisted hybrid rendering technique for interactive volume visualization","authors":"Brett Wilson, K. Ma, P. McCormick","doi":"10.1109/SWG.2002.1226518","DOIUrl":"https://doi.org/10.1109/SWG.2002.1226518","url":null,"abstract":"The scientific simulation and three-dimensional imaging systems in use today are producing large quantities of data that range from gigabytes to petabytes in size. Direct volume rendering, using hardware-based three-dimensional textures, is a common technique for interactively exploring these data sets. The most serious drawback of this approach is the finite amount of available texture memory. In this paper we introduce a hybrid volume rendering technique based on the use of hardware texture mapping and point-based rendering. This approach allows us to leverage the performance of hardware-based volume rendering and the flexibility of a point-based rendering to generate a more efficient representation that makes possible interactive exploration of large-scale data using a single PC.","PeriodicalId":179293,"journal":{"name":"Symposium on Volume Visualization and Graphics, 2002. Proceedings. IEEE / ACM SIGGRAPH","volume":"70 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":"124615079","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}
A. Entezari, R. Scoggins, Torsten Möller, R. Machiraju
{"title":"Shading for Fourier volume rendering","authors":"A. Entezari, R. Scoggins, Torsten Möller, R. Machiraju","doi":"10.1109/SWG.2002.1226519","DOIUrl":"https://doi.org/10.1109/SWG.2002.1226519","url":null,"abstract":"The work presented here describes two methods to incorporate viable illumination models into Fourier Volume Rendering (FVR). The lack of adequate illumination has been one of the impediments for the wide spread acceptance of FVR. Our first method adapts the Gamma Corrected Hemispherical Shading (GCHS) proposed by Scoggins et al. (2001) for FVR. We achieve interactive rendering for constant diffusive light sources. Our second method operates on data transformed by spherical harmonic functions. This latter approach allows for illumination under varying light directions. It should be noted that we only consider diffuse lighting in this paper. We demonstrate and compare the effect of these two new models on the rendered image and document speed and accuracy improvements.","PeriodicalId":179293,"journal":{"name":"Symposium on Volume Visualization and Graphics, 2002. Proceedings. IEEE / ACM SIGGRAPH","volume":"396 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":"122185045","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}