1,044 research outputs found

    Image Space Advection on graphics hardware

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    www.icg.tu-graz.ac.at The scientific visualization and computer graphics communities have witnessed a tremendous rise in graphics processing unit (GPU) related literature and methodology recently. This is due in part to the rapidly increasing processing speed offered by graphics cards. Parallel to this, we have seen several advances made in the area of texture-based flow visualization. We present a texture-based flow visualization technique, Image Space Advection (ISA), that takes advantage of the computing power offered by recent, state-of-theart GPUs. We have implemented a completely GPU-based version of the ISA algorithm. Here we describe our implementation in detail, including both the advantages and disadvantages of implementing ISA on the GPU. The result is state-of-the-art technique that demonstrates the latest in terms of both flow visualization methodology and GPU programming

    Dynamic Volume Rendering of Functional Medical Data on Dissimilar Hardware Platforms

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    In the last 30 years, medical imaging has become one of the most used diagnostic tools in the medical profession. Computed Tomography (CT) and Magnetic Resonance Imaging (MRI) technologies have become widely adopted because of their ability to capture the human body in a non-invasive manner. A volumetric dataset is a series of orthogonal 2D slices captured at a regular interval, typically along the axis of the body from the head to the feet. Volume rendering is a computer graphics technique that allows volumetric data to be visualized and manipulated as a single 3D object. Iso-surface rendering, image splatting, shear warp, texture slicing, and raycasting are volume rendering methods, each with associated advantages and disadvantages. Raycasting is widely regarded as the highest quality renderer of these methods. Originally, CT and MRI hardware was limited to providing a single 3D scan of the human body. The technology has improved to allow a set of scans capable of capturing anatomical movements like a beating heart. The capturing of anatomical data over time is referred to as functional imaging. Functional MRI (fMRI) is used to capture changes in the human body over time. While fMRI’s can be used to capture any anatomical data over time, one of the more common uses of fMRI is to capture brain activity. The fMRI scanning process is typically broken up into a time consuming high resolution anatomical scan and a series of quick low resolution scans capturing activity. The low resolution activity data is mapped onto the high resolution anatomical data to show changes over time. Academic research has advanced volume rendering and specifically fMRI volume rendering. Unfortunately, academic research is typically a one-off solution to a singular medical case or set of data, causing any advances to be problem specific as opposed to a general capability. Additionally, academic volume renderers are often designed to work on a specific device and operating system under controlled conditions. This prevents volume rendering from being used across the ever expanding number of different computing devices, such as desktops, laptops, immersive virtual reality systems, and mobile computers like phones or tablets. This research will investigate the feasibility of creating a generic software capability to perform real-time 4D volume rendering, via raycasting, on desktop, mobile, and immersive virtual reality platforms. Implementing a GPU-based 4D volume raycasting method for mobile devices will harness the power of the increasing number of mobile computational devices being used by medical professionals. Developing support for immersive virtual reality can enhance medical professionals’ interpretation of 3D physiology with the additional depth information provided by stereoscopic 3D. The results of this research will help expand the use of 4D volume rendering beyond the traditional desktop computer in the medical field. Developing the same 4D volume rendering capabilities across dissimilar platforms has many challenges. Each platform relies on their own coding languages, libraries, and hardware support. There are tradeoffs between using languages and libraries native to each platform and using a generic cross-platform system, such as a game engine. Native libraries will generally be more efficient during application run-time, but they require different coding implementations for each platform. The decision was made to use platform native languages and libraries in this research, whenever practical, in an attempt to achieve the best possible frame rates. 4D volume raycasting provides unique challenges independent of the platform. Specifically, fMRI data loading, volume animation, and multiple volume rendering. Additionally, real-time raycasting has never been successfully performed on a mobile device. Previous research relied on less computationally expensive methods, such as orthogonal texture slicing, to achieve real-time frame rates. These challenges will be addressed as the contributions of this research. The first contribution was exploring the feasibility of generic functional data input across desktop, mobile, and immersive virtual reality. To visualize 4D fMRI data it was necessary to build in the capability to read Neuroimaging Informatics Technology Initiative (NIfTI) files. The NIfTI format was designed to overcome limitations of 3D file formats like DICOM and store functional imagery with a single high-resolution anatomical scan and a set of low-resolution anatomical scans. Allowing input of the NIfTI binary data required creating custom C++ routines, as no object oriented APIs freely available for use existed. The NIfTI input code was built using C++ and the C++ Standard Library to be both light weight and cross-platform. Multi-volume rendering is another challenge of fMRI data visualization and a contribution of this work. fMRI data is typically broken into a single high-resolution anatomical volume and a series of low-resolution volumes that capture anatomical changes. Visualizing two volumes at the same time is known as multi-volume visualization. Therefore, the ability to correctly align and scale the volumes relative to each other was necessary. It was also necessary to develop a compositing method to combine data from both volumes into a single cohesive representation. Three prototype applications were built for the different platforms to test the feasibility of 4D volume raycasting. One each for desktop, mobile, and virtual reality. Although the backend implementations were required to be different between the three platforms, the raycasting functionality and features were identical. Therefore, the same fMRI dataset resulted in the same 3D visualization independent of the platform itself. Each platform uses the same NIfTI data loader and provides support for dataset coloring and windowing (tissue density manipulation). The fMRI data can be viewed changing over time by either animation through the time steps, like a movie, or using an interface slider to “scrub” through the different time steps of the data. The prototype applications data load times and frame rates were tested to determine if they achieved the real-time interaction goal. Real-time interaction was defined by achieving 10 frames per second (fps) or better, based on the work of Miller [1]. The desktop version was evaluated on a 2013 MacBook Pro running OS X 10.12 with a 2.6 GHz Intel Core i7 processor, 16 GB of RAM, and a NVIDIA GeForce GT 750M graphics card. The immersive application was tested in the C6 CAVE™, a 96 graphics node computer cluster comprised of NVIDIA Quadro 6000 graphics cards running Red Hat Enterprise Linux. The mobile application was evaluated on a 2016 9.7” iPad Pro running iOS 9.3.4. The iPad had a 64-bit Apple A9X dual core processor with 2 GB of built in memory. Two different fMRI brain activity datasets with different voxel resolutions were used as test datasets. Datasets were tested using both the 3D structural data, the 4D functional data, and a combination of the two. Frame rates for the desktop implementation were consistently above 10 fps, indicating that real-time 4D volume raycasting is possible on desktop hardware. The mobile and virtual reality platforms were able to perform real-time 3D volume raycasting consistently. This is a marked improvement for 3D mobile volume raycasting that was previously only able to achieve under one frame per second [2]. Both VR and mobile platforms were able to raycast the 4D only data at real-time frame rates, but did not consistently meet 10 fps when rendering both the 3D structural and 4D functional data simultaneously. However, 7 frames per second was the lowest frame rate recorded, indicating that hardware advances will allow consistent real-time raycasting of 4D fMRI data in the near future

    Acquiring, stitching and blending diffuse appearance attributes on 3D models

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    Pushing the Limits of 3D Color Printing: Error Diffusion with Translucent Materials

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    Accurate color reproduction is important in many applications of 3D printing, from design prototypes to 3D color copies or portraits. Although full color is available via other technologies, multi-jet printers have greater potential for graphical 3D printing, in terms of reproducing complex appearance properties. However, to date these printers cannot produce full color, and doing so poses substantial technical challenges, from the shear amount of data to the translucency of the available color materials. In this paper, we propose an error diffusion halftoning approach to achieve full color with multi-jet printers, which operates on multiple isosurfaces or layers within the object. We propose a novel traversal algorithm for voxel surfaces, which allows the transfer of existing error diffusion algorithms from 2D printing. The resulting prints faithfully reproduce colors, color gradients and fine-scale details.Comment: 15 pages, 14 figures; includes supplemental figure

    Enhanced dynamic reflectometry for relightable free-viewpoint video

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    Free-Viewpoint Video of Human Actors allows photo- realistic rendering of real-world people under novel viewing conditions. Dynamic Reflectometry extends the concept of free-view point video and allows rendering in addition under novel lighting conditions. In this work, we present an enhanced method for capturing human shape and motion as well as dynamic surface reflectance properties from a sparse set of input video streams. We augment our initial method for model-based relightable free-viewpoint video in several ways. Firstly, a single-skin mesh is introduced for the continuous appearance of the model. Moreover an algorithm to detect and compensate lateral shifting of textiles in order to improve temporal texture registration is presented. Finally, a structured resampling approach is introduced which enables reliable estimation of spatially varying surface reflectance despite a static recording setup. The new algorithm ingredients along with the Relightable 3D Video framework enables us to realistically reproduce the appearance of animated virtual actors under different lighting conditions, as well as to interchange surface attributes among different people, e.g. for virtual dressing. Our contribution can be used to create 3D renditions of real-world people under arbitrary novel lighting conditions on standard graphics hardware

    Video modeling via implicit motion representations

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    Video modeling refers to the development of analytical representations for explaining the intensity distribution in video signals. Based on the analytical representation, we can develop algorithms for accomplishing particular video-related tasks. Therefore video modeling provides us a foundation to bridge video data and related-tasks. Although there are many video models proposed in the past decades, the rise of new applications calls for more efficient and accurate video modeling approaches.;Most existing video modeling approaches are based on explicit motion representations, where motion information is explicitly expressed by correspondence-based representations (i.e., motion velocity or displacement). Although it is conceptually simple, the limitations of those representations and the suboptimum of motion estimation techniques can degrade such video modeling approaches, especially for handling complex motion or non-ideal observation video data. In this thesis, we propose to investigate video modeling without explicit motion representation. Motion information is implicitly embedded into the spatio-temporal dependency among pixels or patches instead of being explicitly described by motion vectors.;Firstly, we propose a parametric model based on a spatio-temporal adaptive localized learning (STALL). We formulate video modeling as a linear regression problem, in which motion information is embedded within the regression coefficients. The coefficients are adaptively learned within a local space-time window based on LMMSE criterion. Incorporating a spatio-temporal resampling and a Bayesian fusion scheme, we can enhance the modeling capability of STALL on more general videos. Under the framework of STALL, we can develop video processing algorithms for a variety of applications by adjusting model parameters (i.e., the size and topology of model support and training window). We apply STALL on three video processing problems. The simulation results show that motion information can be efficiently exploited by our implicit motion representation and the resampling and fusion do help to enhance the modeling capability of STALL.;Secondly, we propose a nonparametric video modeling approach, which is not dependent on explicit motion estimation. Assuming the video sequence is composed of many overlapping space-time patches, we propose to embed motion-related information into the relationships among video patches and develop a generic sparsity-based prior for typical video sequences. First, we extend block matching to more general kNN-based patch clustering, which provides an implicit and distributed representation for motion information. We propose to enforce the sparsity constraint on a higher-dimensional data array signal, which is generated by packing the patches in the similar patch set. Then we solve the inference problem by updating the kNN array and the wanted signal iteratively. Finally, we present a Bayesian fusion approach to fuse multiple-hypothesis inferences. Simulation results in video error concealment, denoising, and deartifacting are reported to demonstrate its modeling capability.;Finally, we summarize the proposed two video modeling approaches. We also point out the perspectives of implicit motion representations in applications ranging from low to high level problems

    Practical surface light fields

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    The rendering of photorealistic surface appearance is one of the main challenges facing modern computer graphics. Image-based approaches have become increasingly important because they can capture the appearance of a wide variety of physical surfaces with complex reflectance behavior. In this dissertation, I focus on surface light fields, an image-based representation of view-dependent and spatially-varying appearance. Constructing a surface light field can be a time-consuming and tedious process. The data sizes are quite large, often requiring multiple gigabytes to represent complex reflectance properties. The result can only be viewed after a lengthy post-process is complete, so it can be difficult to determine when the light field is sufficiently sampled. Often, uncertainty about the sampling density leads users to capture many more images than necessary in order to guarantee adequate coverage. To address these problems, I present several approaches to simplify the capture of surface light fields. The first is a “human-in-the-loop” interactive feedback system based on the online svd. As each image is captured, it is incorporated into the representation in a streaming fashion and displayed to the user. In this way, the user receives direct feedback about the capture process, and can use this feedback to improve the sampling. To avoid the problems of discretization and resampling, I used incremental weighted least squares, a subset of radial basis function which allows for incremental local construction and fast rendering on graphics hardware. Lastly, I address the limitation of fixed lighting by describing a system that captures the surface light field of an object under synthetic lighting
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