126 research outputs found

    A new isosurface extraction method on arbitrary grids

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    The development of interface-capturing methods (such as level-set, phase-field or volume of fluid (VOF) methods) for arbitrary 3D grids has further highlighted the need for more accurate and efficient interface reconstruction procedures. In this work, we propose a new method for the extraction of isosurfaces on arbitrary polyhedra that can be used with advantage for this purpose. The isosurface is extracted from volume fractions by a general polygon tracing procedure, which is valid for convex or non-convex geometries, even with non-planar faces. The proposed method, which can be considered as an extension of the marching cubes technique, produces consistent results even for ambiguous situations in polyhedra of arbitrary shape. To show the reproducibility of the results presented in this work, we provide the open source library isoap, which has been developed to implement the proposed method and includes test programs to demonstrate the successful extraction of isosurfaces on several grids with polyhedral cells of different types. We present results obtained not only for isosurface extraction from discrete volume fractions resulting from a volume of fluid method, but also from data sets obtained from implicit mathematical functions and signed distances to scanned surfaces. The improvement provided by the proposed method for the extraction of isosurfaces in arbitrary grids will also be very useful in other fields, such as CFD visualization or medical imaging.The authors gratefully acknowledge the support of the Spanish Ministerio de Ciencia, Innovación y Universidades - Agencia Estatal de Investigación and FEDER through projects DPI2017-87826-C2-1-P and DPI2017-87826-C2-2-P

    Doctor of Philosophy

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    dissertationIn this dissertation, we advance the theory and practice of verifying visualization algorithms. We present techniques to assess visualization correctness through testing of important mathematical properties. Where applicable, these techniques allow us to distinguish whether anomalies in visualization features can be attributed to the underlying physical process or to artifacts from the implementation under verification. Such scientific scrutiny is at the heart of verifiable visualization - subjecting visualization algorithms to the same verification process that is used in other components of the scientific pipeline. The contributions of this dissertation are manifold. We derive the mathematical framework for the expected behavior of several visualization algorithms, and compare them to experimentally observed results in the selected codes. In the Computational Science & Engineering community CS&E, this technique is know as the Method of Manufactured Solution (MMS). We apply MMS to the verification of geometrical and topological properties of isosurface extraction algorithms, and direct volume rendering. We derive the convergence of geometrical properties of isosurface extraction techniques, such as function value and normals. For the verification of topological properties, we use stratified Morse theory and digital topology to design algorithms that verify topological invariants. In the case of volume rendering algorithms, we provide the expected discretization errors for three different error sources. The results of applying the MMS is another important contribution of this dissertation. We report unexpected behavior for almost all implementations tested. In some cases, we were able to find and fix bugs that prevented the correctness of the visualization algorithm. In particular, we address an almost 2 0 -year-old bug with the core disambiguation procedure of Marching Cubes 33, one of the first algorithms intended to preserve the topology of the trilinear interpolant. Finally, an important by-product of this work is a range of responses practitioners can expect to encounter with the visualization technique under verification

    GPU-based Adaptive Surface Reconstruction for Real-time SPH Fluids

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    We propose a GPU-based adaptive surface reconstruction algorithm for Smoothed-Particle Hydrodynamics (SPH) fluids. The adaptive surface is reconstructed from 3-level grids as proposed by [Akinci13]. The novel part of our algorithm is a pattern based approach for crack filling, which is recognized as the most challengeable part of building adaptive surfaces. Unlike prior CPU-based approaches [Shu95, Shekhar96, Westermann99, Akinci13] that detect and fill cracks according to some criteria during program running that were slow and unrobust, all the possible crack patterns are analyzed and defined in advance and later, during program running, the cracks are detected and filled according to the patterns. Our approach is thus robust, GPU-friendly, and easy to implement. Results obtained show that our algorithm can produce surface meshes of almost the same quality as those produced by the conventional Marching Cubes method, with significantly reduced computation time and memory usage

    Diamond-based models for scientific visualization

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    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

    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

    AMM: Adaptive Multilinear Meshes

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    We present Adaptive Multilinear Meshes (AMM), a new framework that significantly reduces the memory footprint compared to existing data structures. AMM uses a hierarchy of cuboidal cells to create continuous, piecewise multilinear representation of uniformly sampled data. Furthermore, AMM can selectively relax or enforce constraints on conformity, continuity, and coverage, creating a highly adaptive and flexible representation to support a wide range of use cases. AMM supports incremental updates in both spatial resolution and numerical precision establishing the first practical data structure that can seamlessly explore the tradeoff between resolution and precision. We use tensor products of linear B-spline wavelets to create an adaptive representation and illustrate the advantages of our framework. AMM provides a simple interface for evaluating the function defined on the adaptive mesh, efficiently traversing the mesh, and manipulating the mesh, including incremental, partial updates. Our framework is easy to adopt for standard visualization and analysis tasks. As an example, we provide a VTK interface, through efficient on-demand conversion, which can be used directly by corresponding tools, such as VisIt, disseminating the advantages of faster processing and a smaller memory footprint to a wider audience. We demonstrate the advantages of our approach for simplifying scalar-valued data for commonly used visualization and analysis tasks using incremental construction, according to mixed resolution and precision data streams

    Time-varying volume visualization

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    Volume rendering is a very active research field in Computer Graphics because of its wide range of applications in various sciences, from medicine to flow mechanics. In this report, we survey a state-of-the-art on time-varying volume rendering. We state several basic concepts and then we establish several criteria to classify the studied works: IVR versus DVR, 4D versus 3D+time, compression techniques, involved architectures, use of parallelism and image-space versus object-space coherence. We also address other related problems as transfer functions and 2D cross-sections computation of time-varying volume data. All the papers reviewed are classified into several tables based on the mentioned classification and, finally, several conclusions are presented.Preprin

    Watertight and 2-Manifold Surface Meshes Using Dual Contouring With Tetrahedral Decomposition of Grid Cubes

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    The Dual Contouring algorithm (DC) is a grid-based process used to generate surface meshes from volumetric data. The advantage of DC is that it can reproduce sharp features by inserting vertices anywhere inside the grid cube, as opposed to the Marching Cubes (MC) algorithm that can insert vertices only on the grid edges. However, DC is unable to guarantee 2-manifold and watertight meshes due to the fact that it produces only one vertex for each grid cube. We present a modified Dual Contouring algorithm that is capable of overcoming this limitation. Our method decomposes an ambiguous grid cube into a maximum of twelve tetrahedral cells; we introduce novel polygon generation rules that produce 2-manifold and watertight surface meshes. We have applied our proposed method on realistic data, and a comparison of the results of our proposed method with results from traditional DC shows the effectiveness of our method
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