22,153 research outputs found

    Particle-Based Fused Rendering

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    In this chapter, we propose a fused rendering technique that can integrally handle multiple irregular volumes. Although there is a strong requirement for understanding large-scale datasets generated from coupled simulation techniques such as computational structure mechanics (CSM) and computational fluid dynamics (CFD), there is no fused rendering technique to the best of our knowledge. For this purpose, we can employ the particle-based volume rendering (PBVR) technique for each irregular volume dataset. Since the current PBVR technique regards an irregular cell as a planar footprint during depth evaluation, the straightforward employment causes some artifacts especially at the cell boundaries. To solve the problem, we calculate the depth value based on the assumption that the opacity describes the cumulative distribution function (CDF) of a probability variable, w, which shows a length from the entry point in the fragment interval in the cell. In our experiments, we applied our method to numerical simulation results in which two different irregular grid cells are defined in the same space and confirmed its effectiveness with respect to the image quality

    The Topology ToolKit

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    This system paper presents the Topology ToolKit (TTK), a software platform designed for topological data analysis in scientific visualization. TTK provides a unified, generic, efficient, and robust implementation of key algorithms for the topological analysis of scalar data, including: critical points, integral lines, persistence diagrams, persistence curves, merge trees, contour trees, Morse-Smale complexes, fiber surfaces, continuous scatterplots, Jacobi sets, Reeb spaces, and more. TTK is easily accessible to end users due to a tight integration with ParaView. It is also easily accessible to developers through a variety of bindings (Python, VTK/C++) for fast prototyping or through direct, dependence-free, C++, to ease integration into pre-existing complex systems. While developing TTK, we faced several algorithmic and software engineering challenges, which we document in this paper. In particular, we present an algorithm for the construction of a discrete gradient that complies to the critical points extracted in the piecewise-linear setting. This algorithm guarantees a combinatorial consistency across the topological abstractions supported by TTK, and importantly, a unified implementation of topological data simplification for multi-scale exploration and analysis. We also present a cached triangulation data structure, that supports time efficient and generic traversals, which self-adjusts its memory usage on demand for input simplicial meshes and which implicitly emulates a triangulation for regular grids with no memory overhead. Finally, we describe an original software architecture, which guarantees memory efficient and direct accesses to TTK features, while still allowing for researchers powerful and easy bindings and extensions. TTK is open source (BSD license) and its code, online documentation and video tutorials are available on TTK's website

    Virtual liver biopsy: image processing and 3D visualization

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    A survey of real-time crowd rendering

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    In this survey we review, classify and compare existing approaches for real-time crowd rendering. We first overview character animation techniques, as they are highly tied to crowd rendering performance, and then we analyze the state of the art in crowd rendering. We discuss different representations for level-of-detail (LoD) rendering of animated characters, including polygon-based, point-based, and image-based techniques, and review different criteria for runtime LoD selection. Besides LoD approaches, we review classic acceleration schemes, such as frustum culling and occlusion culling, and describe how they can be adapted to handle crowds of animated characters. We also discuss specific acceleration techniques for crowd rendering, such as primitive pseudo-instancing, palette skinning, and dynamic key-pose caching, which benefit from current graphics hardware. We also address other factors affecting performance and realism of crowds such as lighting, shadowing, clothing and variability. Finally we provide an exhaustive comparison of the most relevant approaches in the field.Peer ReviewedPostprint (author's final draft

    Interactive 3-D Visualization: A tool for seafloor navigation, exploration, and engineering

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    Recent years have seen remarkable advances in sonar technology, positioning capabilities, and computer processing power that have revolutionized the way we image the seafloor. The massive amounts of data produced by these systems present many challenges but also offer tremendous opportunities in terms of visualization and analysis. We have developed a suite of interactive 3-D visualization and exploration tools specifically designed to facilitate the interpretation and analysis of very large (10\u27s to 100\u27s of megabytes), complex, multi-component spatial data sets. If properly georeferenced and treated, these complex data sets can be presented in a natural and intuitive manner that allows the integration of multiple components each at their inherent level of resolution and without compromising the quantitative nature of the data. Artificial sun-illumination, shading, and 3-D rendering can be used with digital bathymetric data (DTM\u27s) to form natural looking and easily interpretable, yet quantitative, landscapes. Color can be used to represent depth or other parameters (like backscatter or sediment properties) which can be draped over the DTM, or high resolution imagery can be texture mapped on bathymetric data. When combined with interactive analytical tools, this environment has facilitated the use of multibeam sonar and other data sets in a range of geologic, environmental, fisheries, and engineering applications

    Real-time High Resolution Fusion of Depth Maps on GPU

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    A system for live high quality surface reconstruction using a single moving depth camera on a commodity hardware is presented. High accuracy and real-time frame rate is achieved by utilizing graphics hardware computing capabilities via OpenCL and by using sparse data structure for volumetric surface representation. Depth sensor pose is estimated by combining serial texture registration algorithm with iterative closest points algorithm (ICP) aligning obtained depth map to the estimated scene model. Aligned surface is then fused into the scene. Kalman filter is used to improve fusion quality. Truncated signed distance function (TSDF) stored as block-based sparse buffer is used to represent surface. Use of sparse data structure greatly increases accuracy of scanned surfaces and maximum scanning area. Traditional GPU implementation of volumetric rendering and fusion algorithms were modified to exploit sparsity to achieve desired performance. Incorporation of texture registration for sensor pose estimation and Kalman filter for measurement integration improved accuracy and robustness of scanning process

    Rendering techniques for multimodal data

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    Many different direct volume rendering methods have been developed to visualize 3D scalar fields on uniform rectilinear grids. However, little work has been done on rendering simultaneously various properties of the same 3D region measured with different registration devices or at different instants of time. The demand for this type of visualization is rapidly increasing in scientific applications such as medicine in which the visual integration of multiple modalities allows a better comprehension of the anatomy and a perception of its relationships with activity. This paper presents different strategies of Direct Multimodal Volume Rendering (DMVR). It is restricted to voxel models with a known 3D rigid alignment transformation. The paper evaluates at which steps of the render-ing pipeline must the data fusion be realized in order to accomplish the desired visual integration and to provide fast re-renders when some fusion parameters are modified. In addition, it analyzes how existing monomodal visualization al-gorithms can be extended to multiple datasets and it compares their efficiency and their computational cost.Postprint (published version
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