533 research outputs found

    Three-dimensional shapelets and an automated classification scheme for dark matter haloes

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    We extend the two-dimensional Cartesian shapelet formalism to d-dimensions. Concentrating on the three-dimensional case, we derive shapelet-based equations for the mass, centroid, root-mean-square radius, and components of the quadrupole moment and moment of inertia tensors. Using cosmological N-body simulations as an application domain, we show that three-dimensional shapelets can be used to replicate the complex sub-structure of dark matter halos and demonstrate the basis of an automated classification scheme for halo shapes. We investigate the shapelet decomposition process from an algorithmic viewpoint, and consider opportunities for accelerating the computation of shapelet-based representations using graphics processing units (GPUs).Comment: 19 pages, 11 figures, accepted for publication in MNRA

    A hybrid representation for modeling, interactive editing, and real-time visualization of terrains with volumetric features

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    Cataloged from PDF version of article.Terrain rendering is a crucial part of many real-time applications. The easiest way to process and visualize terrain data in real time is to constrain the terrain model in several ways. This decreases the amount of data to be processed and the amount of processing power needed, but at the cost of expressivity and the ability to create complex terrains. The most popular terrain representation is a regular 2D grid, where the vertices are displaced in a third dimension by a displacement map, called a heightmap. This is the simplest way to represent terrain, and although it allows fast processing, it cannot model terrains with volumetric features. Volumetric approaches sample the 3D space by subdividing it into a 3D grid and represent the terrain as occupied voxels. They can represent volumetric features but they require computationally intensive algorithms for rendering, and their memory requirements are high. We propose a novel representation that combines the voxel and heightmap approaches, and is expressive enough to allow creating terrains with caves, overhangs, cliffs, and arches, and efficient enough to allow terrain editing, deformations, and rendering in real time

    Accurate geometry reconstruction of vascular structures using implicit splines

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    3-D visualization of blood vessel from standard medical datasets (e.g. CT or MRI) play an important role in many clinical situations, including the diagnosis of vessel stenosis, virtual angioscopy, vascular surgery planning and computer aided vascular surgery. However, unlike other human organs, the vasculature system is a very complex network of vessel, which makes it a very challenging task to perform its 3-D visualization. Conventional techniques of medical volume data visualization are in general not well-suited for the above-mentioned tasks. This problem can be solved by reconstructing vascular geometry. Although various methods have been proposed for reconstructing vascular structures, most of these approaches are model-based, and are usually too ideal to correctly represent the actual variation presented by the cross-sections of a vascular structure. In addition, the underlying shape is usually expressed as polygonal meshes or in parametric forms, which is very inconvenient for implementing ramification of branching. As a result, the reconstructed geometries are not suitable for computer aided diagnosis and computer guided minimally invasive vascular surgery. In this research, we develop a set of techniques associated with the geometry reconstruction of vasculatures, including segmentation, modelling, reconstruction, exploration and rendering of vascular structures. The reconstructed geometry can not only help to greatly enhance the visual quality of 3-D vascular structures, but also provide an actual geometric representation of vasculatures, which can provide various benefits. The key findings of this research are as follows: 1. A localized hybrid level-set method of segmentation has been developed to extract the vascular structures from 3-D medical datasets. 2. A skeleton-based implicit modelling technique has been proposed and applied to the reconstruction of vasculatures, which can achieve an accurate geometric reconstruction of the vascular structures as implicit surfaces in an analytical form. 3. An accelerating technique using modern GPU (Graphics Processing Unit) is devised and applied to rendering the implicitly represented vasculatures. 4. The implicitly modelled vasculature is investigated for the application of virtual angioscopy

    On sparse voxel DAGs and memory efficient compression of surface attributes for real-time scenarios

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    The general shape of a 3D object can expeditiously be represented as, e.g., triangles or voxels, while smaller-scale features usually are parameterized over the surface of the object. Such features include, but are not limited to, color details, small-scale surface-normal variations, or even view-dependent properties required for the light-surface interactions. This thesis is a collection of four papers that focus on new ways to compress and efficiently utilize surface data in 3D for real-time usage.In Paper IA and IB, we extend upon the concept of sparse voxel DAGs, a real-time compression format of a voxel-grid, to allow an attribute mapping with a negligible impact on the size. The main contribution, however, is a novel real-time compression format of the mapped colors over such sparse voxel surfaces.Paper II aims to utilize the results of the previous papers to achieve uv-free texturing of surfaces, such as triangle meshes, with optimized run-time minification as well as magnification filtering.Paper III extends upon previous compact representations of view dependent radiance using spherical gaussians (SG). By using a convolutional neural network, we are able to compress the light-field by finding SGs with free directions, amplitudes and sharpnesses, whereas previous methods were limited to only free amplitudes in similar scenarios

    Fast Monte Carlo Simulations for Quality Assurance in Radiation Therapy

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    Monte Carlo (MC) simulation is generally considered to be the most accurate method for dose calculation in radiation therapy. However, it suffers from the low simulation efficiency (hours to days) and complex configuration, which impede its applications in clinical studies. The recent rise of MRI-guided radiation platform (e.g. ViewRay’s MRIdian system) brings urgent need of fast MC algorithms because the introduced strong magnetic field may cause big errors to other algorithms. My dissertation focuses on resolving the conflict between accuracy and efficiency of MC simulations through 4 different approaches: (1) GPU parallel computation, (2) Transport mechanism simplification, (3) Variance reduction, (4) DVH constraint. Accordingly, we took several steps to thoroughly study the performance and accuracy influence of these methods. As a result, three Monte Carlo simulation packages named gPENELOPE, gDPMvr and gDVH were developed for subtle balance between performance and accuracy in different application scenarios. For example, the most accurate gPENELOPE is usually used as golden standard for radiation meter model, while the fastest gDVH is usually used for quick in-patient dose calculation, which significantly reduces the calculation time from 5 hours to 1.2 minutes (250 times faster) with only 1% error introduced. In addition, a cross-platform GUI integrating simulation kernels and 3D visualization was developed to make the toolkit more user-friendly. After the fast MC infrastructure was established, we successfully applied it to four radiotherapy scenarios: (1) Validate the vender provided Co60 radiation head model by comparing the dose calculated by gPENELOPE to experiment data; (2) Quantitatively study the effect of magnetic field to dose distribution and proposed a strategy to improve treatment planning efficiency; (3) Evaluate the accuracy of the build-in MC algorithm of MRIdian’s treatment planning system. (4) Perform quick quality assurance (QA) for the “online adaptive radiation therapy” that doesn’t permit enough time to perform experiment QA. Many other time-sensitive applications (e.g. motional dose accumulation) will also benefit a lot from our fast MC infrastructure

    Scalable ray tracing with multiple GPGPUs

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    Rapid development in the field of computer graphics over the last 40 years has brought forth different techniques to render scenes. Rasterization is today’s most widely used technique, which in its most basic form sequentially draws thousands of polygons and applies texture on them. Ray tracing is an alternative method that mimics light transport by using rays to sample a scene in memory and render the color found at each ray’s scene intersection point. Although mainstream hardware directly supports rasterization, ray tracing would be the preferred technique due to its ability to produce highly crisp and realistic graphics, if hardware were not a limitation. Making an immediate hardware transition from rasterization to ray tracing would have a severe impact on the computer graphics industry since it would require redevelopment of existing 3D graphics-employing software, so any transition to ray tracing would be gradual. Previous efforts to perform ray tracing on mainstream rasterizing hardware platforms with a single processor have performed poorly. This thesis explores how a multiple GPGPU system can be used to render scenes via ray tracing. A ray tracing engine and API groundwork was developed using NVIDIA’s CUDA (Compute Unified Device Architecture) GPGPU programming environment and was used to evaluate performance scalability across a multi-GPGPU system. This engine supports triangle, sphere, disc, rectangle, and torus rendering. It also allows independent activation of graphics features including procedural texturing, Phong illumination, reflections, translucency, and shadows. Correctness of rendered images validates the ray traced results, and timing of rendered scenes benchmarks performance. The main test scene contains all object types, has a total of 32 Abstract objects, and applies all graphics features. Ray tracing this scene using two GPGPUs outperformed the single-GPGPU and single-CPU systems, yielding respective speedups of up to 1.8 and 31.25. The results demonstrate how much potential exists in treating a modern dual-GPU architecture as a dual-GPGPU system in order to facilitate a transition from rasterization to ray tracing

    Rmagine: 3D Range Sensor Simulation in Polygonal Maps via Raytracing for Embedded Hardware on Mobile Robots

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    Sensor simulation has emerged as a promising and powerful technique to find solutions to many real-world robotic tasks like localization and pose tracking.However, commonly used simulators have high hardware requirements and are therefore used mostly on high-end computers. In this paper, we present an approach to simulate range sensors directly on embedded hardware of mobile robots that use triangle meshes as environment map. This library called Rmagine allows a robot to simulate sensor data for arbitrary range sensors directly on board via raytracing. Since robots typically only have limited computational resources, the Rmagine aims at being flexible and lightweight, while scaling well even to large environment maps. It runs on several platforms like Laptops or embedded computing boards like Nvidia Jetson by putting an unified API over the specific proprietary libraries provided by the hardware manufacturers. This work is designed to support the future development of robotic applications depending on simulation of range data that could previously not be computed in reasonable time on mobile systems
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