823 research outputs found

    Doctor of Philosophy

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    dissertationConfocal microscopy has become a popular imaging technique in biology research in recent years. It is often used to study three-dimensional (3D) structures of biological samples. Confocal data are commonly multichannel, with each channel resulting from a different fluorescent staining. This technique also results in finely detailed structures in 3D, such as neuron fibers. Despite the plethora of volume rendering techniques that have been available for many years, there is a demand from biologists for a flexible tool that allows interactive visualization and analysis of multichannel confocal data. Together with biologists, we have designed and developed FluoRender. It incorporates volume rendering techniques such as a two-dimensional (2D) transfer function and multichannel intermixing. Rendering results can be enhanced through tone-mappings and overlays. To facilitate analyses of confocal data, FluoRender provides interactive operations for extracting complex structures. Furthermore, we developed the Synthetic Brainbow technique, which takes advantage of the asynchronous behavior in Graphics Processing Unit (GPU) framebuffer loops and generates random colorizations for different structures in single-channel confocal data. The results from our Synthetic Brainbows, when applied to a sequence of developing cells, can then be used for tracking the movements of these cells. Finally, we present an application of FluoRender in the workflow of constructing anatomical atlases

    Hybrid rendering of exploded views for medical image atlas visualization

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    Medical image atlases contain much information about human anatomy, but learning the shapes of anatomical regions and making sense of the overall structure defined in the atlas can be problematic. Atlases may contain hundreds of regions with complex shapes which can be tightly packed together. This makes visualisation difficult since the shapes can fit together in complex ways and visually obscure each other. In this work, we describe a technique which enables interactive exploration of medical image atlases that permits the hierarchical structure of the atlas and the content of an underlying medical image to be investigated simultaneously. Our method enables a user to create visualizations of the atlas similar to the exploded views used in technical illustrations to show the structure of mechanical assemblies. These views are constrained by the geometry of the atlas and the hierarchical structure to reduce the complexity of user interaction. We also enable the user to explode the atlas meshes themselves. The atlas meshes are registered with a medical image which is displayed on the cut surfaces of the meshes using raycasting. Results from the AAL human brain atlas are presented and discussed

    Efficient multi-bounce lightmap creation using GPU forward mapping

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    Computer graphics can nowadays produce images in realtime that are hard to distinguish from photos of a real scene. One of the most important aspects to achieve this is the interaction of light with materials in the virtual scene. The lighting computation can be separated in two different parts. The first part is concerned with the direct illumination that is applied to all surfaces lit by a light source; algorithms related to this have been greatly improved over the last decades and together with the improvements of the graphics hardware can now produce realistic effects. The second aspect is about the indirect illumination which describes the multiple reflections of light from each surface. In reality, light that hits a surface is never fully absorbed, but instead reflected back into the scene. And even this reflected light is then reflected again and again until its energy is depleted. These multiple reflections make indirect illumination very computationally expensive. The first problem regarding indirect illumination is therefore, how it can be simplified to compute it faster. Another question concerning indirect illumination is, where to compute it. It can either be computed in the fixed image that is created when rendering the scene or it can be stored in a light map. The drawback of the first approach is, that the results need to be recomputed for every frame in which the camera changed. The second approach, on the other hand, is already used for a long time. Once a static scene has been set up, the lighting situation is computed regardless of the time it takes and the result is then stored into a light map. This is a texture atlas for the scene in which each surface point in the virtual scene has exactly one surface point in the 2D texture atlas. When displaying the scene with this approach, the indirect illumination does not need to be recomputed, but is simply sampled from the light map. The main contribution of this thesis is the development of a technique that computes the indirect illumination solution for a scene at interactive rates and stores the result into a light atlas for visualizing it. To achieve this, we overcome two main obstacles. First, we need to be able to quickly project data from any given camera configuration into the parts of the texture that are currently used for visualizing the 3D scene. Since our approach for computing and storing indirect illumination requires a huge amount of these projections, it needs to be as fast as possible. Therefore, we introduce a technique that does this projection entirely on the graphics card with a single draw call. Second, the reflections of light into the scene need to be computed quickly. Therefore, we separate the computation into two steps, one that quickly approximates the spreading of the light into the scene and a second one that computes the visually smooth final result using the aforementioned projection technique. The final technique computes the indirect illumination at interactive rates even for big scenes. It is furthermore very flexible to let the user choose between high quality results or fast computations. This allows the method to be used for quickly editing the lighting situation with high speed previews and then computing the final result in perfect quality at still interactive rates. The technique introduced for projecting data into the texture atlas is in itself highly flexible and also allows for fast painting onto objects and projecting data onto it, considering all perspective distortions and self-occlusions

    Real-time Realistic Rain Rendering

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    Artistic outdoor filming and rendering need to choose specific weather conditions in order to properly trigger the audience reaction; for instance, rain, one of the most common conditions, is usually employed to transmit a sense of unrest. Synthetic methods to recreate weather are an important avenue to simplify and cheapen filming, but simulations are a challenging problem due to the variety of different phenomena that need to be computed. Rain alone involves raindrops, splashes on the ground, fog, clouds, lightnings, etc. We propose a new rain rendering algorithm that uses and extends present state of the art approaches in this field. The scope of our method is to achieve real-time renders of rain streaks and splashes on the ground, while considering complex illumination effects and allowing an artistic direction for the drops placement. Our algorithm takes as input an artist-defined rain distribution and density, and then creates particles in the scene following these indications. No restrictions are imposed on the dimensions of the rain area, thus direct rendering approaches could rapidly overwhelm current computational capabilities with huge particle amounts. To solve this situation, we propose techniques that, in rendering time, adaptively sample the particles generated in order to only select the ones in the regions that really need to be simulated and rendered. Particle simulation is executed entirely in the graphics hardware. The algorithm proceeds by placing the particles in their updated coordinates. It then checks whether a particle is falling as a rain streak, it has reached the ground and it is a splash or, finally, if it should be discarded because it has entered a solid object of the scene. Different rendering techniques are used for each case. Complex illumination parameters are computed for rain streaks to select textures matching them. These textures are generated in a preprocess step and realistically simulate light when interacting with the optical properties of the water drops

    Real-Time Global Illumination for VR Applications

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    Real-time global illumination in VR systems enhances scene realism by incorporating soft shadows, reflections of objects in the scene, and color bleeding. The Virtual Light Field (VLF) method enables real-time global illumination rendering in VR. The VLF has been integrated with the Extreme VR system for realtime GPU-based rendering in a Cave Automatic Virtual Environment

    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

    Incorporating interactive 3-dimensional graphics in astronomy research papers

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    Most research data collections created or used by astronomers are intrinsically multi-dimensional. In contrast, all visual representations of data presented within research papers are exclusively 2-dimensional. We present a resolution of this dichotomy that uses a novel technique for embedding 3-dimensional (3-d) visualisations of astronomy data sets in electronic-format research papers. Our technique uses the latest Adobe Portable Document Format extensions together with a new version of the S2PLOT programming library. The 3-d models can be easily rotated and explored by the reader and, in some cases, modified. We demonstrate example applications of this technique including: 3-d figures exhibiting subtle structure in redshift catalogues, colour-magnitude diagrams and halo merger trees; 3-d isosurface and volume renderings of cosmological simulations; and 3-d models of instructional diagrams and instrument designs.Comment: 18 pages, 7 figures, submitted to New Astronomy. For paper with 3-dimensional embedded figures, see http://astronomy.swin.edu.au/s2plot/3dpd

    Incorporating interactive 3-dimensional graphics in astronomy research papers

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    Most research data collections created or used by astronomers are intrinsically multi-dimensional. In contrast, all visual representations of data presented within research papers are exclusively 2-dimensional. We present a resolution of this dichotomy that uses a novel technique for embedding 3-dimensional (3-d) visualisations of astronomy data sets in electronic-format research papers. Our technique uses the latest Adobe Portable Document Format extensions together with a new version of the S2PLOT programming library. The 3-d models can be easily rotated and explored by the reader and, in some cases, modified. We demonstrate example applications of this technique including: 3-d figures exhibiting subtle structure in redshift catalogues, colour-magnitude diagrams and halo merger trees; 3-d isosurface and volume renderings of cosmological simulations; and 3-d models of instructional diagrams and instrument designs.Comment: 18 pages, 7 figures, submitted to New Astronomy. For paper with 3-dimensional embedded figures, see http://astronomy.swin.edu.au/s2plot/3dpd
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