21,258 research outputs found

    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

    Image Sampling with Quasicrystals

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    We investigate the use of quasicrystals in image sampling. Quasicrystals produce space-filling, non-periodic point sets that are uniformly discrete and relatively dense, thereby ensuring the sample sites are evenly spread out throughout the sampled image. Their self-similar structure can be attractive for creating sampling patterns endowed with a decorative symmetry. We present a brief general overview of the algebraic theory of cut-and-project quasicrystals based on the geometry of the golden ratio. To assess the practical utility of quasicrystal sampling, we evaluate the visual effects of a variety of non-adaptive image sampling strategies on photorealistic image reconstruction and non-photorealistic image rendering used in multiresolution image representations. For computer visualization of point sets used in image sampling, we introduce a mosaic rendering technique.Comment: For a full resolution version of this paper, along with supplementary materials, please visit at http://www.Eyemaginary.com/Portfolio/Publications.htm

    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

    A Multi-Code Analysis Toolkit for Astrophysical Simulation Data

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    The analysis of complex multiphysics astrophysical simulations presents a unique and rapidly growing set of challenges: reproducibility, parallelization, and vast increases in data size and complexity chief among them. In order to meet these challenges, and in order to open up new avenues for collaboration between users of multiple simulation platforms, we present yt (available at http://yt.enzotools.org/), an open source, community-developed astrophysical analysis and visualization toolkit. Analysis and visualization with yt are oriented around physically relevant quantities rather than quantities native to astrophysical simulation codes. While originally designed for handling Enzo's structure adaptive mesh refinement (AMR) data, yt has been extended to work with several different simulation methods and simulation codes including Orion, RAMSES, and FLASH. We report on its methods for reading, handling, and visualizing data, including projections, multivariate volume rendering, multi-dimensional histograms, halo finding, light cone generation and topologically-connected isocontour identification. Furthermore, we discuss the underlying algorithms yt uses for processing and visualizing data, and its mechanisms for parallelization of analysis tasks.Comment: 18 pages, 6 figures, emulateapj format. Resubmitted to Astrophysical Journal Supplement Series with revisions from referee. yt can be found at http://yt.enzotools.org

    Two triangulations methods based on edge refinement

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    In this paper two curvature adaptive methods of surface triangulation are presented. Both methods are based on edge refinement to obtain a triangulation compatible with the curvature requirements. The first method applies an incremental and constrained Delaunay triangulation and uses curvature bounds to determine if an edge of the triangulation is admissible. The second method uses this function also in the edge refinement process, i.e. in the computation of the location of a refining point, and in the re-triangulation needed after the insertion of this refining point. Results are presented, comparing both approachesPostprint (published version

    Evaluation of 3D Voxel Rendering Algorithms for Real-Time Interaction on a SIMD Graphics Processor

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    The display of three-dimensional medical data is becoming more common, but current hardware and image rendering algorithms do not generally allow real-time interaction with the image by the user. Real-time interactions, such as image rotation, utilize the motion processing capabilities of the human visual system, allowing a better understanding of the structures being imaged. Recent advances in general purpose graphics display equipment could make real-time interaction feasible in clinical setting. We have evaluated the capabilities of one type of advanced display architecture, the PIXAR Imaging Computer, for real-time interaction while displaying three-dimensional medical data as two-dimensional projections. It was discovered during this investigation that most suitable algorithms for implementation were based on the rendering of voxel rather than surface data. Two voxel-based techniques, back-to-front and front-to-back rendering produced acceptable, but not real-time performance. The quality of the images produced was not high, but allowed the determination of an image orientation which could then be used by a later high-quality rendering technique. Two conclusions were reached: first, the current performance of display hardware may allow acceptable interactive performance and produce high-quality images if a scheme of adaptive refinement is used wherein successively higher quality images are generated for the user. Second, the correct algorithm to use for fast rendering of volume data is highly dependent upon the architecture of the display processor, and in particular upon the ability of the processor to randomly access image data. If the processor is constrained to sequential or near sequential access to the voxel data, the choice of algorithms and the utilization of parallel processing is severely limited
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