12,625 research outputs found

    Progressive refinement rendering of implicit surfaces

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    The visualisation of implicit surfaces can be an inefficient task when such surfaces are complex and highly detailed. Visualising a surface by first converting it to a polygon mesh may lead to an excessive polygon count. Visualising a surface by direct ray casting is often a slow procedure. In this paper we present a progressive refinement renderer for implicit surfaces that are Lipschitz continuous. The renderer first displays a low resolution estimate of what the final image is going to be and, as the computation progresses, increases the quality of this estimate at an interactive frame rate. This renderer provides a quick previewing facility that significantly reduces the design cycle of a new and complex implicit surface. The renderer is also capable of completing an image faster than a conventional implicit surface rendering algorithm based on ray casting

    Interactive inspection of complex multi-object industrial assemblies

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    The final publication is available at Springer via http://dx.doi.org/10.1016/j.cad.2016.06.005The use of virtual prototypes and digital models containing thousands of individual objects is commonplace in complex industrial applications like the cooperative design of huge ships. Designers are interested in selecting and editing specific sets of objects during the interactive inspection sessions. This is however not supported by standard visualization systems for huge models. In this paper we discuss in detail the concept of rendering front in multiresolution trees, their properties and the algorithms that construct the hierarchy and efficiently render it, applied to very complex CAD models, so that the model structure and the identities of objects are preserved. We also propose an algorithm for the interactive inspection of huge models which uses a rendering budget and supports selection of individual objects and sets of objects, displacement of the selected objects and real-time collision detection during these displacements. Our solution–based on the analysis of several existing view-dependent visualization schemes–uses a Hybrid Multiresolution Tree that mixes layers of exact geometry, simplified models and impostors, together with a time-critical, view-dependent algorithm and a Constrained Front. The algorithm has been successfully tested in real industrial environments; the models involved are presented and discussed in the paper.Peer ReviewedPostprint (author's final draft

    Computerized Analysis of Magnetic Resonance Images to Study Cerebral Anatomy in Developing Neonates

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    The study of cerebral anatomy in developing neonates is of great importance for the understanding of brain development during the early period of life. This dissertation therefore focuses on three challenges in the modelling of cerebral anatomy in neonates during brain development. The methods that have been developed all use Magnetic Resonance Images (MRI) as source data. To facilitate study of vascular development in the neonatal period, a set of image analysis algorithms are developed to automatically extract and model cerebral vessel trees. The whole process consists of cerebral vessel tracking from automatically placed seed points, vessel tree generation, and vasculature registration and matching. These algorithms have been tested on clinical Time-of- Flight (TOF) MR angiographic datasets. To facilitate study of the neonatal cortex a complete cerebral cortex segmentation and reconstruction pipeline has been developed. Segmentation of the neonatal cortex is not effectively done by existing algorithms designed for the adult brain because the contrast between grey and white matter is reversed. This causes pixels containing tissue mixtures to be incorrectly labelled by conventional methods. The neonatal cortical segmentation method that has been developed is based on a novel expectation-maximization (EM) method with explicit correction for mislabelled partial volume voxels. Based on the resulting cortical segmentation, an implicit surface evolution technique is adopted for the reconstruction of the cortex in neonates. The performance of the method is investigated by performing a detailed landmark study. To facilitate study of cortical development, a cortical surface registration algorithm for aligning the cortical surface is developed. The method first inflates extracted cortical surfaces and then performs a non-rigid surface registration using free-form deformations (FFDs) to remove residual alignment. Validation experiments using data labelled by an expert observer demonstrate that the method can capture local changes and follow the growth of specific sulcus

    A progressive refinement approach for the visualisation of implicit surfaces

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    Visualising implicit surfaces with the ray casting method is a slow procedure. The design cycle of a new implicit surface is, therefore, fraught with long latency times as a user must wait for the surface to be rendered before being able to decide what changes should be introduced in the next iteration. In this paper, we present an attempt at reducing the design cycle of an implicit surface modeler by introducing a progressive refinement rendering approach to the visualisation of implicit surfaces. This progressive refinement renderer provides a quick previewing facility. It first displays a low quality estimate of what the final rendering is going to be and, as the computation progresses, increases the quality of this estimate at a steady rate. The progressive refinement algorithm is based on the adaptive subdivision of the viewing frustrum into smaller cells. An estimate for the variation of the implicit function inside each cell is obtained with an affine arithmetic range estimation technique. Overall, we show that our progressive refinement approach not only provides the user with visual feedback as the rendering advances but is also capable of completing the image faster than a conventional implicit surface rendering algorithm based on ray casting

    Procedural Generation and Rendering of Large-Scale Open-World Environments

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    Open-world video games give players a large environment to explore along with increased freedom to navigate and manipulate that environment. These requirements pose several problems that must be addressed by a game\u27s graphics engine. Often there are a large number of visible objects, such as all of the trees in a forest, as well as objects comprised of large amounts of geometry, such as terrain. An open-world graphics engine must be able to render large environments at varying levels of detail and smoothly transition between detail levels to provide a believable experience. Often this involves finding a way to both store and generate the large amounts of geometry that represent the environment. In this thesis we present a system for generating and rendering large exterior environments, with a focus on terrain and vegetation. We use a region-based procedural generation algorithm to create environments of varying types. This algorithm produces content that can be rendered at multiple levels of detail. The terrain is rendered volumetrically to support caves, overhangs, and cliffs, but is also rendered using heightmaps to allow for large view distances. Vegetation is implemented using procedurally generated meshes and impostors. The volumetric terrain is editable in real time, which limits our ability to pre-generate or cache large amounts of geometry, and also limits the number of assumptions we can make with regard to visibility. We support a view distance of at least 25 miles in each direction, though distant objects are rendered at low resolution. The heightmap terrain used to achieve this view distance consists of over 360,000 triangles. Our system runs at 180 frames per second on commodity desktop hardware

    Layer Selection in Progressive Transmission of Motion-Compensated JPEG2000 Video

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    MCJ2K (Motion-Compensated JPEG2000) is a video codec based on MCTF (Motion- Compensated Temporal Filtering) and J2K (JPEG2000). MCTF analyzes a sequence of images, generating a collection of temporal sub-bands, which are compressed with J2K. The R/D (Rate-Distortion) performance in MCJ2K is better than the MJ2K (Motion JPEG2000) extension, especially if there is a high level of temporal redundancy. MCJ2K codestreams can be served by standard JPIP (J2K Interactive Protocol) servers, thanks to the use of only J2K standard file formats. In bandwidth-constrained scenarios, an important issue in MCJ2K is determining the amount of data of each temporal sub-band that must be transmitted to maximize the quality of the reconstructions at the client side. To solve this problem, we have proposed two rate-allocation algorithms which provide reconstructions that are progressive in quality. The first, OSLA (Optimized Sub-band Layers Allocation), determines the best progression of quality layers, but is computationally expensive. The second, ESLA (Estimated-Slope sub-band Layers Allocation), is sub-optimal in most cases, but much faster and more convenient for real-time streaming scenarios. An experimental comparison shows that even when a straightforward motion compensation scheme is used, the R/D performance of MCJ2K competitive is compared not only to MJ2K, but also with respect to other standard scalable video codecs
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