3,217 research outputs found

    Real-time quality visualization of medical models on commodity and mobile devices

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    This thesis concerns the specific field of visualization of medical models using commodity and mobile devices. Mechanisms for medical imaging acquisition such as MRI, CT, and micro-CT scanners are continuously evolving, up to the point of obtaining volume datasets of large resolutions (> 512^3). As these datasets grow in resolution, its treatment and visualization become more and more expensive due to their computational requirements. For this reason, special techniques such as data pre-processing (filtering, construction of multi-resolution structures, etc.) and sophisticated algorithms have to be introduced in different points of the visualization pipeline to achieve the best visual quality without compromising performance times. The problem of managing big datasets comes from the fact that we have limited computational resources. Not long ago, the only physicians that were rendering volumes were radiologists. Nowadays, the outcome of diagnosis is the data itself, and medical doctors need to render them in commodity PCs (even patients may want to render the data, and the DVDs are commonly accompanied with a DICOM viewer software). Furthermore, with the increasing use of technology in daily clinical tasks, small devices such as mobile phones and tablets can fit the needs of medical doctors in some specific areas. Visualizing diagnosis images of patients becomes more challenging when it comes to using these devices instead of desktop computers, as they generally have more restrictive hardware specifications. The goal of this Ph.D. thesis is the real-time, quality visualization of medium to large medical volume datasets (resolutions >= 512^3 voxels) on mobile phones and commodity devices. To address this problem, we use multiresolution techniques that apply downsampling techniques on the full resolution datasets to produce coarser representations which are easier to handle. We have focused our efforts on the application of Volume Visualization in the clinical practice, so we have a particular interest in creating solutions that require short pre-processing times that quickly provide the specialists with the data outcome, maximize the preservation of features and the visual quality of the final images, achieve high frame rates that allow interactive visualizations, and make efficient use of the computational resources. The contributions achieved during this thesis comprise improvements in several stages of the visualization pipeline. The techniques we propose are located in the stages of multi-resolution generation, transfer function design and the GPU ray casting algorithm itself.Esta tesis se centra en la visualización de modelos médicos de volumen en dispositivos móviles y de bajas prestaciones. Los sistemas médicos de captación tales como escáners MRI, CT y micro-CT, están en constante evolución, hasta el punto de obtener modelos de volumen de gran resolución (> 512^3). A medida que estos datos crecen en resolución, su manejo y visualización se vuelve más y más costoso debido a sus requisitos computacionales. Por este motivo, técnicas especiales como el pre-proceso de datos (filtrado, construcción de estructuras multiresolución, etc.) y algoritmos específicos se tienen que introducir en diferentes puntos de la pipeline de visualización para conseguir la mejor calidad visual posible sin comprometer el rendimiento. El problema que supone manejar grandes volumenes de datos es debido a que tenemos recursos computacionales limitados. Hace no mucho, las únicas personas en el ámbito médico que visualizaban datos de volumen eran los radiólogos. Hoy en día, el resultado de la diagnosis son los datos en sí, y los médicos necesitan renderizar estos datos en PCs de características modestas (incluso los pacientes pueden querer visualizar estos datos, pues los DVDs con los resultados suelen venir acompañados de un visor de imágenes DICOM). Además, con el reciente aumento del uso de las tecnologías en la clínica práctica habitual, dispositivos pequeños como teléfonos móviles o tablets son los más convenientes en algunos casos. La visualización de volumen es más difícil en este tipo de dispositivos que en equipos de sobremesa, pues las limitaciones de su hardware son superiores. El objetivo de esta tesis doctoral es la visualización de calidad en tiempo real de modelos grandes de volumen (resoluciones >= 512^3 voxels) en teléfonos móviles y dispositivos de bajas prestaciones. Para enfrentarnos a este problema, utilizamos técnicas multiresolución que aplican técnicas de reducción de datos a los modelos en resolución original, para así obtener modelos de menor resolución. Hemos centrado nuestros esfuerzos en la aplicación de la visualización de volumen en la práctica clínica, así que tenemos especial interés en diseñar soluciones que requieran cortos tiempos de pre-proceso para que los especialistas tengan rápidamente los resultados a su disposición. También, queremos maximizar la conservación de detalles de interés y la calidad de las imágenes finales, conseguir frame rates altos que faciliten visualizaciones interactivas y que hagan un uso eficiente de los recursos computacionales. Las contribuciones aportadas por esta tesis són mejoras en varias etapas de la pipeline de visualización. Las técnicas que proponemos se situan en las etapas de generación de la estructura multiresolución, el diseño de la función de transferencia y el algoritmo de ray casting en la GPU.Postprint (published version

    Real-time quality visualization of medical models on commodity and mobile devices

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    This thesis concerns the specific field of visualization of medical models using commodity and mobile devices. Mechanisms for medical imaging acquisition such as MRI, CT, and micro-CT scanners are continuously evolving, up to the point of obtaining volume datasets of large resolutions (> 512^3). As these datasets grow in resolution, its treatment and visualization become more and more expensive due to their computational requirements. For this reason, special techniques such as data pre-processing (filtering, construction of multi-resolution structures, etc.) and sophisticated algorithms have to be introduced in different points of the visualization pipeline to achieve the best visual quality without compromising performance times. The problem of managing big datasets comes from the fact that we have limited computational resources. Not long ago, the only physicians that were rendering volumes were radiologists. Nowadays, the outcome of diagnosis is the data itself, and medical doctors need to render them in commodity PCs (even patients may want to render the data, and the DVDs are commonly accompanied with a DICOM viewer software). Furthermore, with the increasing use of technology in daily clinical tasks, small devices such as mobile phones and tablets can fit the needs of medical doctors in some specific areas. Visualizing diagnosis images of patients becomes more challenging when it comes to using these devices instead of desktop computers, as they generally have more restrictive hardware specifications. The goal of this Ph.D. thesis is the real-time, quality visualization of medium to large medical volume datasets (resolutions >= 512^3 voxels) on mobile phones and commodity devices. To address this problem, we use multiresolution techniques that apply downsampling techniques on the full resolution datasets to produce coarser representations which are easier to handle. We have focused our efforts on the application of Volume Visualization in the clinical practice, so we have a particular interest in creating solutions that require short pre-processing times that quickly provide the specialists with the data outcome, maximize the preservation of features and the visual quality of the final images, achieve high frame rates that allow interactive visualizations, and make efficient use of the computational resources. The contributions achieved during this thesis comprise improvements in several stages of the visualization pipeline. The techniques we propose are located in the stages of multi-resolution generation, transfer function design and the GPU ray casting algorithm itself.Esta tesis se centra en la visualización de modelos médicos de volumen en dispositivos móviles y de bajas prestaciones. Los sistemas médicos de captación tales como escáners MRI, CT y micro-CT, están en constante evolución, hasta el punto de obtener modelos de volumen de gran resolución (> 512^3). A medida que estos datos crecen en resolución, su manejo y visualización se vuelve más y más costoso debido a sus requisitos computacionales. Por este motivo, técnicas especiales como el pre-proceso de datos (filtrado, construcción de estructuras multiresolución, etc.) y algoritmos específicos se tienen que introducir en diferentes puntos de la pipeline de visualización para conseguir la mejor calidad visual posible sin comprometer el rendimiento. El problema que supone manejar grandes volumenes de datos es debido a que tenemos recursos computacionales limitados. Hace no mucho, las únicas personas en el ámbito médico que visualizaban datos de volumen eran los radiólogos. Hoy en día, el resultado de la diagnosis son los datos en sí, y los médicos necesitan renderizar estos datos en PCs de características modestas (incluso los pacientes pueden querer visualizar estos datos, pues los DVDs con los resultados suelen venir acompañados de un visor de imágenes DICOM). Además, con el reciente aumento del uso de las tecnologías en la clínica práctica habitual, dispositivos pequeños como teléfonos móviles o tablets son los más convenientes en algunos casos. La visualización de volumen es más difícil en este tipo de dispositivos que en equipos de sobremesa, pues las limitaciones de su hardware son superiores. El objetivo de esta tesis doctoral es la visualización de calidad en tiempo real de modelos grandes de volumen (resoluciones >= 512^3 voxels) en teléfonos móviles y dispositivos de bajas prestaciones. Para enfrentarnos a este problema, utilizamos técnicas multiresolución que aplican técnicas de reducción de datos a los modelos en resolución original, para así obtener modelos de menor resolución. Hemos centrado nuestros esfuerzos en la aplicación de la visualización de volumen en la práctica clínica, así que tenemos especial interés en diseñar soluciones que requieran cortos tiempos de pre-proceso para que los especialistas tengan rápidamente los resultados a su disposición. También, queremos maximizar la conservación de detalles de interés y la calidad de las imágenes finales, conseguir frame rates altos que faciliten visualizaciones interactivas y que hagan un uso eficiente de los recursos computacionales. Las contribuciones aportadas por esta tesis són mejoras en varias etapas de la pipeline de visualización. Las técnicas que proponemos se situan en las etapas de generación de la estructura multiresolución, el diseño de la función de transferencia y el algoritmo de ray casting en la GPU

    Management and display of four-dimensional environmental data sets using McIDAS

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    Over the past four years, great strides have been made in the areas of data management and display of 4-D meteorological data sets. A survey was conducted of available and planned 4-D meteorological data sources. The data types were evaluated for their impact on the data management and display system. The requirements were analyzed for data base management generated by the 4-D data display system. The suitability of the existing data base management procedures and file structure were evaluated in light of the new requirements. Where needed, new data base management tools and file procedures were designed and implemented. The quality of the basic 4-D data sets was assured. The interpolation and extrapolation techniques of the 4-D data were investigated. The 4-D data from various sources were combined to make a uniform and consistent data set for display purposes. Data display software was designed to create abstract line graphic 3-D displays. Realistic shaded 3-D displays were created. Animation routines for these displays were developed in order to produce a dynamic 4-D presentation. A prototype dynamic color stereo workstation was implemented. A computer functional design specification was produced based on interactive studies and user feedback

    Transfer Function Optimization for Comparative Volume Rendering

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    Direct volume rendering is often used to compare different 3D scalar fields. The choice of the transfer function which maps scalar values to color and opacity plays a critical role in this task. We present a technique for the automatic optimization of a transfer function so that rendered images of a second field match as good as possible images of a field that has been rendered with some other transfer function. This enables users to see whether differences in the visualizations can be solely attributed to the choice of transfer function or remain after optimization. We propose and compare two different approaches to solve this problem, a voxel-based solution solving a least squares problem, and an image-based solution using differentiable volume rendering for optimization. We further propose a residual-based visualization to emphasize the differences in information content

    U-DiVE: Design and evaluation of a distributed photorealistic virtual reality environment

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    This dissertation presents a framework that allows low-cost devices to visualize and interact with photorealistic scenes. To accomplish this task, the framework makes use of Unity’s high-definition rendering pipeline, which has a proprietary Ray Tracing algorithm, and Unity’s streaming package, which allows an application to be streamed within its editor. The framework allows the composition of a realistic scene using a Ray Tracing algorithm, and a virtual reality camera with barrel shaders, to correct the lens distortion needed for the use on an inexpensive cardboard. It also includes a method to collect the mobile device’s spatial orientation through a web browser to control the user’s view, delivered via WebRTC. The proposed framework can produce low-latency, realistic and immersive environments to be accessed through low-cost HMDs and mobile devices. To evaluate the structure, this work includes the verification of the frame rate achieved by the server and mobile device, which should be higher than 30 FPS for a smooth experience. In addition, it discusses whether the overall quality of experience is acceptable by evaluating the delay of image delivery from the server up to the mobile device, in face of user’s movement. Our tests showed that the framework reaches a mean latency around 177 (ms) with household Wi-Fi equipment and a maximum latency variation of 77.9 (ms), among the 8 scenes tested.Esta dissertação apresenta um framework que permite que dispositivos de baixo custo visualizem e interajam com cenas fotorrealísticas. Para realizar essa tarefa, o framework faz uso do pipeline de renderização de alta definição do Unity, que tem um algoritmo de rastreamento de raio proprietário, e o pacote de streaming do Unity, que permite o streaming de um aplicativo em seu editor. O framework permite a composição de uma cena realista usando um algoritmo de Ray Tracing, e uma câmera de realidade virtual com shaders de barril, para corrigir a distorção da lente necessária para usar um cardboard de baixo custo. Inclui também um método para coletar a orientação espacial do dispositivo móvel por meio de um navegador Web para controlar a visão do usuário, entregue via WebRTC. O framework proposto pode produzir ambientes de baixa latência, realistas e imersivos para serem acessados por meio de HMDs e dispositivos móveis de baixo custo. Para avaliar a estrutura, este trabalho considera a verificação da taxa de quadros alcançada pelo servidor e pelo dispositivo móvel, que deve ser superior a 30 FPS para uma experiência fluida. Além disso, discute se a qualidade geral da experiência é aceitável, ao avaliar o atraso da entrega das imagens desde o servidor até o dispositivo móvel, em face da movimentação do usuário. Nossos testes mostraram que o framework atinge uma latência média em torno dos 177 (ms) com equipamentos wi-fi de uso doméstico e uma variação máxima das latências igual a 77.9 (ms), entre as 8 cenas testadas

    Real-time Global Illumination by Simulating Photon Mapping

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    Army-NASA aircrew/aircraft integration program (A3I) software detailed design document, phase 3

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    The capabilities and design approach of the MIDAS (Man-machine Integration Design and Analysis System) computer-aided engineering (CAE) workstation under development by the Army-NASA Aircrew/Aircraft Integration Program is detailed. This workstation uses graphic, symbolic, and numeric prototyping tools and human performance models as part of an integrated design/analysis environment for crewstation human engineering. Developed incrementally, the requirements and design for Phase 3 (Dec. 1987 to Jun. 1989) are described. Software tools/models developed or significantly modified during this phase included: an interactive 3-D graphic cockpit design editor; multiple-perspective graphic views to observe simulation scenarios; symbolic methods to model the mission decomposition, equipment functions, pilot tasking and loading, as well as control the simulation; a 3-D dynamic anthropometric model; an intermachine communications package; and a training assessment component. These components were successfully used during Phase 3 to demonstrate the complex interactions and human engineering findings involved with a proposed cockpit communications design change in a simulated AH-64A Apache helicopter/mission that maps to empirical data from a similar study and AH-1 Cobra flight test

    Applied Visualization in the Neurosciences and the Enhancement of Visualization through Computer Graphics

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    The complexity and size of measured and simulated data in many fields of science is increasing constantly. The technical evolution allows for capturing smaller features and more complex structures in the data. To make this data accessible by the scientists, efficient and specialized visualization techniques are required. Maximum efficiency and value for the user can only be achieved by adapting visualization to the specific application area and the specific requirements of the scientific field. Part I: In the first part of my work, I address the visualization in the neurosciences. The neuroscience tries to understand the human brain; beginning at its smallest parts, up to its global infrastructure. To achieve this ambitious goal, the neuroscience uses a combination of three-dimensional data from a myriad of sources, like MRI, CT, or functional MRI. To handle this diversity of different data types and sources, the neuroscience need specialized and well evaluated visualization techniques. As a start, I will introduce an extensive software called \"OpenWalnut\". It forms the common base for developing and using visualization techniques with our neuroscientific collaborators. Using OpenWalnut, standard and novel visualization approaches are available to the neuroscientific researchers too. Afterwards, I am introducing a very specialized method to illustrate the causal relation of brain areas, which was, prior to that, only representable via abstract graph models. I will finalize the first part of my work with an evaluation of several standard visualization techniques in the context of simulated electrical fields in the brain. The goal of this evaluation was clarify the advantages and disadvantages of the used visualization techniques to the neuroscientific community. We exemplified these, using clinically relevant scenarios. Part II: Besides the data preprocessing, which plays a tremendous role in visualization, the final graphical representation of the data is essential to understand structure and features in the data. The graphical representation of data can be seen as the interface between the data and the human mind. The second part of my work is focused on the improvement of structural and spatial perception of visualization -- the improvement of the interface. Unfortunately, visual improvements using computer graphics methods of the computer game industry is often seen sceptically. In the second part, I will show that such methods can be applied to existing visualization techniques to improve spatiality and to emphasize structural details in the data. I will use a computer graphics paradigm called \"screen space rendering\". Its advantage, amongst others, is its seamless applicability to nearly every visualization technique. I will start with two methods that improve the perception of mesh-like structures on arbitrary surfaces. Those mesh structures represent second-order tensors and are generated by a method named \"TensorMesh\". Afterwards I show a novel approach to optimally shade line and point data renderings. With this technique it is possible for the first time to emphasize local details and global, spatial relations in dense line and point data.In vielen Bereichen der Wissenschaft nimmt die Größe und Komplexität von gemessenen und simulierten Daten zu. Die technische Entwicklung erlaubt das Erfassen immer kleinerer Strukturen und komplexerer Sachverhalte. Um solche Daten dem Menschen zugänglich zu machen, benötigt man effiziente und spezialisierte Visualisierungswerkzeuge. Nur die Anpassung der Visualisierung auf ein Anwendungsgebiet und dessen Anforderungen erlaubt maximale Effizienz und Nutzen für den Anwender. Teil I: Im ersten Teil meiner Arbeit befasse ich mich mit der Visualisierung im Bereich der Neurowissenschaften. Ihr Ziel ist es, das menschliche Gehirn zu begreifen; von seinen kleinsten Teilen bis hin zu seiner Gesamtstruktur. Um dieses ehrgeizige Ziel zu erreichen nutzt die Neurowissenschaft vor allem kombinierte, dreidimensionale Daten aus vielzähligen Quellen, wie MRT, CT oder funktionalem MRT. Um mit dieser Vielfalt umgehen zu können, benötigt man in der Neurowissenschaft vor allem spezialisierte und evaluierte Visualisierungsmethoden. Zunächst stelle ich ein umfangreiches Softwareprojekt namens \"OpenWalnut\" vor. Es bildet die gemeinsame Basis für die Entwicklung und Nutzung von Visualisierungstechniken mit unseren neurowissenschaftlichen Kollaborationspartnern. Auf dieser Basis sind klassische und neu entwickelte Visualisierungen auch für Neurowissenschaftler zugänglich. Anschließend stelle ich ein spezialisiertes Visualisierungsverfahren vor, welches es ermöglicht, den kausalen Zusammenhang zwischen Gehirnarealen zu illustrieren. Das war vorher nur durch abstrakte Graphenmodelle möglich. Den ersten Teil der Arbeit schließe ich mit einer Evaluation verschiedener Standardmethoden unter dem Blickwinkel simulierter elektrischer Felder im Gehirn ab. Das Ziel dieser Evaluation war es, der neurowissenschaftlichen Gemeinde die Vor- und Nachteile bestimmter Techniken zu verdeutlichen und anhand klinisch relevanter Fälle zu erläutern. Teil II: Neben der eigentlichen Datenvorverarbeitung, welche in der Visualisierung eine enorme Rolle spielt, ist die grafische Darstellung essenziell für das Verständnis der Strukturen und Bestandteile in den Daten. Die grafische Repräsentation von Daten bildet die Schnittstelle zum Gehirn des Menschen. Der zweite Teile meiner Arbeit befasst sich mit der Verbesserung der strukturellen und räumlichen Wahrnehmung in Visualisierungsverfahren -- mit der Verbesserung der Schnittstelle. Leider werden viele visuelle Verbesserungen durch Computergrafikmethoden der Spieleindustrie mit Argwohn beäugt. Im zweiten Teil meiner Arbeit werde ich zeigen, dass solche Methoden in der Visualisierung angewendet werden können um den räumlichen Eindruck zu verbessern und Strukturen in den Daten hervorzuheben. Dazu nutze ich ein in der Computergrafik bekanntes Paradigma: das \"Screen Space Rendering\". Dieses Paradigma hat den Vorteil, dass es auf nahezu jede existierende Visualiserungsmethode als Nachbearbeitunsgschritt angewendet werden kann. Zunächst führe ich zwei Methoden ein, die die Wahrnehmung von gitterartigen Strukturen auf beliebigen Oberflächen verbessern. Diese Gitter repräsentieren die Struktur von Tensoren zweiter Ordnung und wurden durch eine Methode namens \"TensorMesh\" erzeugt. Anschließend zeige ich eine neuartige Technik für die optimale Schattierung von Linien und Punktdaten. Mit dieser Technik ist es erstmals möglich sowohl lokale Details als auch globale räumliche Zusammenhänge in dichten Linien- und Punktdaten zu erfassen

    Real-time Cinematic Design Of Visual Aspects In Computer-generated Images

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    Creation of visually-pleasing images has always been one of the main goals of computer graphics. Two important components are necessary to achieve this goal --- artists who design visual aspects of an image (such as materials or lighting) and sophisticated algorithms that render the image. Traditionally, rendering has been of greater interest to researchers, while the design part has always been deemed as secondary. This has led to many inefficiencies, as artists, in order to create a stunning image, are often forced to resort to the traditional, creativity-baring, pipelines consisting of repeated rendering and parameter tweaking. Our work shifts the attention away from the rendering problem and focuses on the design. We propose to combine non-physical editing with real-time feedback and provide artists with efficient ways of designing complex visual aspects such as global illumination or all-frequency shadows. We conform to existing pipelines by inserting our editing components into existing stages, hereby making editing of visual aspects an inherent part of the design process. Many of the examples showed in this work have been, until now, extremely hard to achieve. The non-physical aspect of our work enables artists to express themselves in more creative ways, not limited by the physical parameters of current renderers. Real-time feedback allows artists to immediately see the effects of applied modifications and compatibility with existing workflows enables easy integration of our algorithms into production pipelines
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