2,429 research outputs found

    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

    Self-Supervised Shape and Appearance Modeling via Neural Differentiable Graphics

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    Inferring 3D shape and appearance from natural images is a fundamental challenge in computer vision. Despite recent progress using deep learning methods, a key limitation is the availability of annotated training data, as acquisition is often very challenging and expensive, especially at a large scale. This thesis proposes to incorporate physical priors into neural networks that allow for self-supervised learning. As a result, easy-to-access unlabeled data can be used for model training. In particular, novel algorithms in the context of 3D reconstruction and texture/material synthesis are introduced, where only image data is available as supervisory signal. First, a method that learns to reason about 3D shape and appearance solely from unstructured 2D images, achieved via differentiable rendering in an adversarial fashion, is proposed. As shown next, learning from videos significantly improves 3D reconstruction quality. To this end, a novel ray-conditioned warp embedding is proposed that aggregates pixel-wise features from multiple source images. Addressing the challenging task of disentangling shape and appearance, first a method that enables 3D texture synthesis independent of shape or resolution is presented. For this purpose, 3D noise fields of different scales are transformed into stationary textures. The method is able to produce 3D textures, despite only requiring 2D textures for training. Lastly, the surface characteristics of textures under different illumination conditions are modeled in the form of material parameters. Therefore, a self-supervised approach is proposed that has no access to material parameters but only flash images. Similar to the previous method, random noise fields are reshaped to material parameters, which are conditioned to replicate the visual appearance of the input under matching light

    Modeling, Estimation, and Pattern Analysis of Random Texture on 3-D Surfaces

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    To recover 3-D structure from a shaded and textural surface image involving textures, neither the Shape-from-shading nor the Shape-from-texture analysis is enough, because both radiance and texture information coexist within the scene surface. A new 3-D texture model is developed by considering the scene image as the superposition of a smooth shaded image and a random texture image. To describe the random part, the orthographical projection is adapted to take care of the non-isotropic distribution function of the intensity due to the slant and tilt of a 3-D textures surface, and the Fractional Differencing Periodic (FDP) model is chosen to describe the random texture, because this model is able to simultaneously represent the coarseness and the pattern of the 3-D texture surface, and enough flexible to synthesize both long-term and short-term correlation structures of random texture. Since the object is described by the model involving several free parameters and the values of these parameters are determined directly from its projected image, it is possible to extract 3-D information and texture pattern directly from the image without any preprocessing. Thus, the cumulative error obtained from each pre-processing can be minimized. For estimating the parameters, a hybrid method which uses both the least square and the maximum likelihood estimates is applied and the estimation of parameters and the synthesis are done in frequency domain. Among the texture pattern features which can be obtained from a single surface image, Fractal scaling parameter plays a major role for classifying and/or segmenting the different texture patterns tilted and slanted due to the 3-dimensional rotation, because of its rotational and scaling invariant properties. Also, since the Fractal scaling factor represents the coarseness of the surface, each texture pattern has its own Fractal scale value, and particularly at the boundary between the different textures, it has relatively higher value to the one within a same texture. Based on these facts, a new classification method and a segmentation scheme for the 3-D rotated texture patterns are develope

    Real-time Realistic Rendering Of Nature Scenes With Dynamic Lighting

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    Rendering of natural scenes has interested the scientific community for a long time due to its numerous applications. The targeted goal is to create images that are similar to what a viewer can see in real life with his/her eyes. The main obstacle is complexity: nature scenes from real life contain a huge number of small details that are hard to model, take a lot of time to render and require a huge amount of memory unavailable in current computers. This complexity mainly comes from geometry and lighting. The goal of our research is to overcome this complexity and to achieve real-time rendering of nature scenes while providing visually convincing dynamic global illumination. Our work focuses on grass and trees as they are commonly visible in everyday life. We handle geometry and lighting complexities for grass to render millions of grass blades interactively with dynamic lighting. As for lighting complexity, we address real-time rendering of trees by proposing a lighting model that handles indirect lighting. Our work makes extensive use of the current generation of Graphics Processing Units (GPUs) to meet the real-time requirement and to leave the CPU free to carry out other tasks

    Photorealistic Leaf Shaders

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    This report details the design and implementation of a realtime Global Illumination approximation for rendering leaves using Light Propagation Volumes (LPVs), simulating both reflected and transmitted diffuse light. It employs 4th degree polynomial Spherical Harmonics on separate color channels to represent the flow of light, and its complexity is independent of resolution or geometry. A Reflective Shadow Map is used to build a model of the lighting environment inside the LPV, which is then processed to propagate light through the scene. The program runs at an average of 40 FPS on modern graphics hardware and uses less than 50MB of system memory and 70MB of GPU memory, making it a viable option for realtime rendering applications

    VQ-NeRF: Neural Reflectance Decomposition and Editing with Vector Quantization

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    We propose VQ-NeRF, a two-branch neural network model that incorporates Vector Quantization (VQ) to decompose and edit reflectance fields in 3D scenes. Conventional neural reflectance fields use only continuous representations to model 3D scenes, despite the fact that objects are typically composed of discrete materials in reality. This lack of discretization can result in noisy material decomposition and complicated material editing. To address these limitations, our model consists of a continuous branch and a discrete branch. The continuous branch follows the conventional pipeline to predict decomposed materials, while the discrete branch uses the VQ mechanism to quantize continuous materials into individual ones. By discretizing the materials, our model can reduce noise in the decomposition process and generate a segmentation map of discrete materials. Specific materials can be easily selected for further editing by clicking on the corresponding area of the segmentation outcomes. Additionally, we propose a dropout-based VQ codeword ranking strategy to predict the number of materials in a scene, which reduces redundancy in the material segmentation process. To improve usability, we also develop an interactive interface to further assist material editing. We evaluate our model on both computer-generated and real-world scenes, demonstrating its superior performance. To the best of our knowledge, our model is the first to enable discrete material editing in 3D scenes.Comment: Accepted by TVCG. Project Page: https://jtbzhl.github.io/VQ-NeRF.github.io
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