441 research outputs found
Diamond-based models for scientific visualization
Hierarchical spatial decompositions are a basic modeling tool in a variety of application domains including scientific visualization, finite element analysis and shape modeling and analysis. A popular class of such approaches is based on the regular simplex bisection operator, which bisects simplices (e.g. line segments, triangles, tetrahedra) along the midpoint of a predetermined edge. Regular simplex bisection produces adaptive simplicial meshes of high geometric quality, while simplifying the extraction of crack-free, or conforming, approximations to the original dataset. Efficient multiresolution representations for such models have been achieved in 2D and 3D by clustering sets of simplices sharing the same bisection edge into structures called diamonds. In this thesis, we introduce several diamond-based approaches for scientific visualization. We first formalize the notion of diamonds in arbitrary dimensions in terms of two related simplicial decompositions of hypercubes. This enables us to enumerate the vertices, simplices, parents and children of a diamond. In particular, we identify the number of simplices involved in conforming updates to be factorial in the dimension and group these into a linear number of subclusters of simplices that are generated simultaneously. The latter form the basis for a compact pointerless representation for conforming meshes generated by regular simplex bisection and for efficiently navigating the topological connectivity of these meshes. Secondly, we introduce the supercube as a high-level primitive on such nested meshes based on the atomic units within the underlying triangulation grid. We propose the use of supercubes to associate information with coherent subsets of the full hierarchy and demonstrate the effectiveness of such a representation for modeling multiresolution terrain and volumetric datasets. Next, we introduce Isodiamond Hierarchies, a general framework for spatial access structures on a hierarchy of diamonds that exploits the implicit hierarchical and geometric relationships of the diamond model. We use an isodiamond hierarchy to encode irregular updates to a multiresolution isosurface or interval volume in terms of regular updates to diamonds. Finally, we consider nested hypercubic meshes, such as quadtrees, octrees and their higher dimensional analogues, through the lens of diamond hierarchies. This allows us to determine the relationships involved in generating balanced hypercubic meshes and to propose a compact pointerless representation of such meshes. We also provide a local diamond-based triangulation algorithm to generate high-quality conforming simplicial meshes
09251 Abstracts Collection -- Scientific Visualization
From 06-14-2009 to 06-19-2009, the Dagstuhl Seminar 09251 ``Scientific Visualization \u27\u27 was held in Schloss Dagstuhl~--~Leibniz Center for Informatics.
During the seminar, over 50 international participants presented their current
research, and ongoing work and open problems were discussed. Abstracts of
the presentations given during the seminar as well as abstracts of
seminar results and ideas are put together in this paper. The first section
describes the seminar topics and goals in general
Recommended from our members
Hierarchical Large-scale Volume Representation with 3rd-root-of-2 Subdivision and Trivariate B-spline Wavelets
Multiresolution methods provide a means for representing data at multiple levels of detail. They are typically based on a hierarchical data organization scheme and update rules needed for data value computation. We use a data organization that is based on what we call subdivision. The main advantage of subdivision, compared to quadtree (n=2) or octree (n=3) organizations, is that the number of vertices is only doubled in each subdivision step instead of multiplied by a factor of four or eight, respectively. To update data values we use n-variate B-spline wavelets, which yield better approximations for each level of detail. We develop a lifting scheme for n=2 and n=3 based on the -subdivision scheme. We obtain narrow masks that provide a basis for out-of-core techniques as well as view-dependent visualization and adaptive, localized refinement
An Isosurface Continuity Algorithm for Super Adaptive Resolution Data
We present the chain-gang algorithm for isosurface rendering of super adaptive resolution (SAR) volume data in order to minimize (1) the space needed for storage of both the data and the isosurface and (2) the time taken for computation. The chain-gan
Multiple dataset visualization (MDV) framework for scalar volume data
Many applications require comparative analysis of multiple datasets representing different samples, conditions, time instants, or views in order to develop a better understanding of the scientific problem/system under consideration. One effective approach for such analysis is visualization of the data. In this PhD thesis, we propose an innovative multiple dataset visualization (MDV) approach in which two or more datasets of a given type are rendered concurrently in the same visualization. MDV is an important concept for the cases where it is not possible to make an inference based on one dataset, and comparisons between many datasets are required to reveal cross-correlations among them. The proposed MDV framework, which deals with some fundamental issues that arise when several datasets are visualized together, follows a multithreaded architecture consisting of three core components, data preparation/loading, visualization and rendering. The visualization module - the major focus of this study, currently deals with isosurface extraction and texture-based rendering techniques. For isosurface extraction, our all-in-memory approach keeps datasets under consideration and the corresponding geometric data in the memory. Alternatively, the only-polygons- or points-in-memory only keeps the geometric data in memory. To address the issues related to storage and computation, we develop adaptive data coherency and multiresolution schemes. The inter-dataset coherency scheme exploits the similarities among datasets to approximate the portions of isosurfaces of datasets using the isosurface of one or more reference datasets whereas the intra/inter-dataset multiresolution scheme processes the selected portions of each data volume at varying levels of resolution. The graphics hardware-accelerated approaches adopted for MDV include volume clipping, isosurface extraction and volume rendering, which use 3D textures and advanced per fragment operations. With appropriate user-defined threshold criteria, we find that various MDV techniques maintain a linear time-N relationship, improve the geometry generation and rendering time, and increase the maximum N that can be handled (N: number of datasets). Finally, we justify the effectiveness and usefulness of the proposed MDV by visualizing 3D scalar data (representing electron density distributions in magnesium oxide and magnesium silicate) from parallel quantum mechanical simulation
Wavelet representation of contour sets
Journal ArticleWe present a new wavelet compression and multiresolution modeling approach for sets of contours (level sets). In contrast to previous wavelet schemes, our algorithm creates a parametrization of a scalar field induced by its contours and compactly stores this parametrization rather than function values sampled on a regular grid. Our representation is based on hierarchical polygon meshes with subdivision connectivity whose vertices are transformed into wavelet coefficients. From this sparse set of coefficients, every set of contours can be efficiently reconstructed at multiple levels of resolution. When applying lossy compression, introducing high quantization errors, our method preserves contour topology, in contrast to compression methods applied to the corresponding field function. We provide numerical results for scalar fields defined on planar domains. Our approach generalizes to volumetric domains, time-varying contours, and level sets of vector fields
Local Analysis of Human Cortex in MRI Brain Volume
This paper describes a method for subcortical identification and labeling of
3D medical MRI images. Indeed, the ability to identify similarities between the most characteristic subcortical structures such as sulci and gyri is helpful for human brain mapping studies in general and medical diagnosis in particular. However, these structures vary greatly from one individual to another because they have different geometric properties. For this purpose, we have developed an efficient tool that allows a user to start with brain imaging, to segment the border gray/white matter, to simplify the obtained cortex surface, and to describe this shape locally in order to identify homogeneous features. In this paper, a segmentation procedure using geometric curvature properties that provide an efficient discrimination for local shape is implemented on the brain cortical surface. Experimental results demonstrate the effectiveness and the validity of our approach
A hybrid representation for modeling, interactive editing, and real-time visualization of terrains with volumetric features
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
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