288 research outputs found

    An Octree-Based Approach towards Efficient Variational Range Data Fusion

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    Volume-based reconstruction is usually expensive both in terms of memory consumption and runtime. Especially for sparse geometric structures, volumetric representations produce a huge computational overhead. We present an efficient way to fuse range data via a variational Octree-based minimization approach by taking the actual range data geometry into account. We transform the data into Octree-based truncated signed distance fields and show how the optimization can be conducted on the newly created structures. The main challenge is to uphold speed and a low memory footprint without sacrificing the solutions' accuracy during optimization. We explain how to dynamically adjust the optimizer's geometric structure via joining/splitting of Octree nodes and how to define the operators. We evaluate on various datasets and outline the suitability in terms of performance and geometric accuracy.Comment: BMVC 201

    Isosurface Extraction in the Visualization Toolkit Using the Extrema Skeleton Algorithm

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    Generating isosurfaces is a very useful technique in data visualization for understanding the distribution of scalar data. Often, when the size of the data set is really large, as in the case with data produced by medical imaging applications, engineering simulations or geographic information systems applications, the use of traditional methods like marching cubes makes repeated generation of isosurfaces a very time consuming task. This thesis investigated the use of the Extrema Skeleton algorithm to speed up repeated isosurface generation in the visualization package, Visualization Toolkit (VTK). The objective was to reduce the number of non-isosurface cells visited to generate isosurfaces, and to compare the Extrema Skeleton method with the Marching Cubes method by monitoring parameters like time taken for the isosurfacing process and number of cells visited. The results of this investigation showed that the Extrema Skeleton method was faster for most of the datasets tested. For simple datasets with less than 10% isosurface cells and complex datasets with less than 5% isosurface cells, the Extrema Skeleton method was found to be significantly faster than the Marching Cubes method. The time gained by the Extrema Skeleton method for datasets with greater than 15% isosurface cells was found to be insignificant. Based on the results of this study, implementing the Extrema Skeleton method for the VTK software is a change worth making because typical VTK users deal with datasets for which the Extrema Skeleton method is significantly faster and also with datasets for which it is marginally faster than the Marching Cubes method

    Interactive isosurface ray tracing of large octree volumes

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    Journal ArticleWe present a technique for ray tracing isosurfaces of large compressed structured volumes. Data is first converted into a losslesscompression octree representation that occupies a fraction of the original memory footprint. An isosurface is then dynamically rendered by tracing rays through a min/max hierarchy inside interior octree nodes. By embedding the acceleration tree and scalar data in a single structure and employing optimized octree hash schemes, we achieve competitive frame rates on common multicore architectures, and render large time-variant data that could not otherwise be accomodated

    Incremental volume rendering using hierarchical compression

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    Includes bibliographical references.The research has been based on the thesis that efficient volume rendering of datasets, contained on the Internet, can be achieved on average personal workstations. We present a new algorithm here for efficient incremental rendering of volumetric datasets. The primary goal of this algorithm is to give average workstations the ability to efficiently render volume data received over relatively low bandwidth network links in such a way that rapid user feedback is maintained. Common limitations of workstation rendering of volume data include: large memory overheads, the requirement of expensive rendering hardware, and high speed processing ability. The rendering algorithm presented here overcomes these problems by making use of the efficient Shear-Warp Factorisation method which does not require specialised graphics hardware. However the original Shear-Warp algorithm suffers from a high memory overhead and does not provide for incremental rendering which is required should rapid user feedback be maintained. Our algorithm represents the volumetric data using a hierarchical data structure which provides for the incremental classification and rendering of volume data. This exploits the multiscale nature of the octree data structure. The algorithm reduces the memory footprint of the original Shear-Warp Factorisation algorithm by a factor of more than two, while maintaining good rendering performance. These factors make our octree algorithm more suitable for implementation on average desktop workstations for the purposes of interactive exploration of volume models over a network. This dissertation covers the theory and practice of developing the octree based Shear-Warp algorithms, and then presents the results of extensive empirical testing. The results, using typical volume datasets, demonstrate the ability of the algorithm to achieve high rendering rates for both incremental rendering and standard rendering while reducing the runtime memory requirements

    Sweep encoding: Serializing space subdivision schemes for optimal slicing

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    Slicing a model (computing thin slices of a geometric or volumetric model with a sweeping plane) is necessary for several applications ranging from 3D printing to medical imaging. This paper introduces a technique designed to compute these slices efficiently, even for huge and complex models. We voxelize the volume of the model at a required resolution and show how to encode this voxelization in an out-of-core octree using a novel Sweep Encoding linearization. This approach allows for efficient slicing with bounded cost per slice. We discuss specific applications, including 3D printing, and compare these octrees’ performance against the standard representations in the literature.This work has been partially funded by the Spanish Ministry of Science and Innovation (MCIN / AEI / 10.13039/501100011033) and FEDER (‘‘A way to make Europe’’) under grant TIN2017- 88515-C2-1-R.Peer ReviewedPostprint (published version

    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

    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

    Parallel marching blocks: a practical isosurfacing algorithm for large data on many-core architectures

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    Interactive isosurface visualisation has been made possible by mapping algorithms to GPU architectures. However, current state-of-the-art isosurfacing algorithms usually consume large amounts of GPU memory owing to the additional acceleration structures they require. As a result, the continued limitations on available GPU memory mean that they are unable to deal with the larger datasets that are now increasingly becoming prevalent. This paper proposes a new parallel isosurface-extraction algorithm that exploits the blocked organisation of the parallel threads found in modern many-core platforms to achieve fast isosurface extraction and reduce the associated memory requirements. This is achieved by optimising thread co-operation within thread-blocks and reducing redundant computation; ultimately, an indexed triangular mesh could be produced. Experiments have shown that the proposed algorithm is much faster (up to 10×) than state-of-the-art GPU algorithms and has a much smaller memory footprint, enabling it to handle much larger datasets (up to 64×) on the same GPU.

    Deep Hierarchical Super-Resolution for Scientific Data Reduction and Visualization

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    We present an approach for hierarchical super resolution (SR) using neural networks on an octree data representation. We train a hierarchy of neural networks, each capable of 2x upscaling in each spatial dimension between two levels of detail, and use these networks in tandem to facilitate large scale factor super resolution, scaling with the number of trained networks. We utilize these networks in a hierarchical super resolution algorithm that upscales multiresolution data to a uniform high resolution without introducing seam artifacts on octree node boundaries. We evaluate application of this algorithm in a data reduction framework by dynamically downscaling input data to an octree-based data structure to represent the multiresolution data before compressing for additional storage reduction. We demonstrate that our approach avoids seam artifacts common to multiresolution data formats, and show how neural network super resolution assisted data reduction can preserve global features better than compressors alone at the same compression ratios
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