617 research outputs found

    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

    Perm Web: remote parallel and distributed volume visualization

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    Analysis and Segmentation of Face Images using Point Annotations and Linear Subspace Techniques

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    This report provides an analysis of 37 annotated frontal face images. All results presented have been obtained using our freely available Active Appearance Model (AAM) implementation. To ensure the reproducibility of the presented experiments, the data set has also been made available. As such, the data and this report may serve as a point of reference to compare other AAM implementations against. In addition, we address the problem of AAM model truncation using parallel analysis along with a comparable study of the two prevalent AAM learning methods; principal component regression and estimation of fixed Jacobian matrices. To assess applicability and efficiency, timings for model building, warping and optimisation are given together with a description of ho

    Hierarchical Variance Reduction Techniques for Monte Carlo Rendering

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    Ever since the first three-dimensional computer graphics appeared half a century ago, the goal has been to model and simulate how light interacts with materials and objects to form an image. The ultimate goal is photorealistic rendering, where the created images reach a level of accuracy that makes them indistinguishable from photographs of the real world. There are many applications ñ visualization of products and architectural designs yet to be built, special effects, computer-generated films, virtual reality, and video games, to name a few. However, the problem has proven tremendously complex; the illumination at any point is described by a recursive integral to which a closed-form solution seldom exists. Instead, computer simulation and Monte Carlo methods are commonly used to statistically estimate the result. This introduces undesirable noise, or variance, and a large body of research has been devoted to finding ways to reduce the variance. I continue along this line of research, and present several novel techniques for variance reduction in Monte Carlo rendering, as well as a few related tools. The research in this dissertation focuses on using importance sampling to pick a small set of well-distributed point samples. As the primary contribution, I have developed the first methods to explicitly draw samples from the product of distant high-frequency lighting and complex reflectance functions. By sampling the product, low noise results can be achieved using a very small number of samples, which is important to minimize the rendering times. Several different hierarchical representations are explored to allow efficient product sampling. In the first publication, the key idea is to work in a compressed wavelet basis, which allows fast evaluation of the product. Many of the initial restrictions of this technique were removed in follow-up work, allowing higher-resolution uncompressed lighting and avoiding precomputation of reflectance functions. My second main contribution is to present one of the first techniques to take the triple product of lighting, visibility and reflectance into account to further reduce the variance in Monte Carlo rendering. For this purpose, control variates are combined with importance sampling to solve the problem in a novel way. A large part of the technique also focuses on analysis and approximation of the visibility function. To further refine the above techniques, several useful tools are introduced. These include a fast, low-distortion map to represent (hemi)spherical functions, a method to create high-quality quasi-random points, and an optimizing compiler for analyzing shaders using interval arithmetic. The latter automatically extracts bounds for importance sampling of arbitrary shaders, as opposed to using a priori known reflectance functions. In summary, the work presented here takes the field of computer graphics one step further towards making photorealistic rendering practical for a wide range of uses. By introducing several novel Monte Carlo methods, more sophisticated lighting and materials can be used without increasing the computation times. The research is aimed at domain-specific solutions to the rendering problem, but I believe that much of the new theory is applicable in other parts of computer graphics, as well as in other fields

    A Programmable Display-Layer Architecture for Virtual-Reality Applications

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    Two important technical objectives of virtual-reality systems are to provide compelling visuals and effective 3D user interaction. In this respect, modern virtual reality system architectures suffer from a number of short-comings. The reduction of end-to-end latency, crosstalk and judder are especially difficult challenges, each of which negatively affects visual quality or user interaction. In order to provide higher quality visuals, complex scenes consisting of large models are often used. Rendering such a complex scene is a time-consuming process resulting in high end-to-end latency, thereby hampering user interaction. Classic virtual-reality architectures can not adequately address these challenges due to their inherent design principles. In particular, the tight coupling between input devices, the rendering loop and the display system inhibits these systems from addressing all the aforementioned challenges simultaneously. In this thesis, a virtual-reality architecture design is introduced that is based on the addition of a new logical layer: the Programmable Display Layer (PDL). The governing idea is that an extra layer is inserted between the rendering system and the display. In this way, the display can be updated at a fast rate and in a custom manner independent of the other components in the architecture, including the rendering system. To generate intermediate display updates at a fast rate, the PDL performs per-pixel depth-image warping by utilizing the application data. Image warping is the process of computing a new image by transforming individual depth-pixels from a closely matching previous image to their updated locations. The PDL architecture can be used for a range of algorithms and to solve problems that are not easily solved using classic architectures. In particular, techniques to reduce crosstalk, judder and latency are examined using algorithms implemented on top of the PDL. Concerning user interaction techniques, several six-degrees-of-freedom input methods exists, of which optical tracking is a popular option. However, optical tracking methods also introduce several constraints that depend on the camera setup, such as line-of-sight requirements, the volume of the interaction space and the achieved tracking accuracy. These constraints generally cause a decline in the effectiveness of user interaction. To investigate the effectiveness of optical tracking methods, an optical tracker simulation framework has been developed, including a novel optical tracker to test this framework. In this way, different optical tracking algorithms can be simulated and quantitatively evaluated under a wide range of conditions. A common approach in virtual reality is to implement an algorithm and then to evaluate the efficacy of that algorithm by either subjective, qualitative metrics or quantitative user experiments, after which an updated version of the algorithm may be implemented and the cycle repeated. A different approach is followed here. Throughout this thesis, an attempt is made to automatically detect and quantify errors using completely objective and automated quantitative methods and to subsequently attempt to resolve these errors dynamically

    MEG/EEG source reconstruction, statistical evaluation, and visualization with NUTMEG.

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    NUTMEG is a source analysis toolbox geared towards cognitive neuroscience researchers using MEG and EEG, including intracranial recordings. Evoked and unaveraged data can be imported to the toolbox for source analysis in either the time or time-frequency domains. NUTMEG offers several variants of adaptive beamformers, probabilistic reconstruction algorithms, as well as minimum-norm techniques to generate functional maps of spatiotemporal neural source activity. Lead fields can be calculated from single and overlapping sphere head models or imported from other software. Group averages and statistics can be calculated as well. In addition to data analysis tools, NUTMEG provides a unique and intuitive graphical interface for visualization of results. Source analyses can be superimposed onto a structural MRI or headshape to provide a convenient visual correspondence to anatomy. These results can also be navigated interactively, with the spatial maps and source time series or spectrogram linked accordingly. Animations can be generated to view the evolution of neural activity over time. NUTMEG can also display brain renderings and perform spatial normalization of functional maps using SPM's engine. As a MATLAB package, the end user may easily link with other toolboxes or add customized functions

    Leaf Morphology, Taxonomy and Geometric Morphometrics: A Simplified Protocol for Beginners

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    Taxonomy relies greatly on morphology to discriminate groups. Computerized geometric morphometric methods for quantitative shape analysis measure, test and visualize differences in form in a highly effective, reproducible, accurate and statistically powerful way. Plant leaves are commonly used in taxonomic analyses and are particularly suitable to landmark based geometric morphometrics. However, botanists do not yet seem to have taken advantage of this set of methods in their studies as much as zoologists have done. Using free software and an example dataset from two geographical populations of sessile oak leaves, we describe in detailed but simple terms how to: a) compute size and shape variables using Procrustes methods; b) test measurement error and the main levels of variation (population and trees) using a hierachical design; c) estimate the accuracy of group discrimination; d) repeat this estimate after controlling for the effect of size differences on shape (i.e., allometry). Measurement error was completely negligible; individual variation in leaf morphology was large and differences between trees were generally bigger than within trees; differences between the two geographic populations were small in both size and shape; despite a weak allometric trend, controlling for the effect of size on shape slighly increased discrimination accuracy. Procrustes based methods for the analysis of landmarks were highly efficient in measuring the hierarchical structure of differences in leaves and in revealing very small-scale variation. In taxonomy and many other fields of botany and biology, the application of geometric morphometrics contributes to increase scientific rigour in the description of important aspects of the phenotypic dimension of biodiversity. Easy to follow but detailed step by step example studies can promote a more extensive use of these numerical methods, as they provide an introduction to the discipline which, for many biologists, is less intimidating than the often inaccessible specialistic literature

    Spatial Decompositions for Geometric Interpolation and Efficient Rendering

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    Interpolation is fundamental in many applications that are based on multidimensional scalar or vector fields. In such applications, it is possible to sample points from the field, for example, through the numerical solution of some mathematical model. Because point sampling may be computationally intensive, it is desirable to store samples in a data structure and estimate the values of the field at intermediate points through interpolation. We present methods based on building dynamic spatial data structures in which the samples are computed on-demand, and adaptive strategies are used to avoid oversampling. We first show how to apply this approach to accelerate realistic rendering through ray-tracing. Ray-tracing can be formulated as a sampling and reconstruction problem, where rays in 3-space are modeled as points in a 4-dimensional parameter space. Sample rays are associated with various geometric attributes, which are then used in rendering. We collect and store a relatively sparse set of sampled rays, and use inexpensive interpolation methods to approximate the attribute values for other rays. We present two data structures: (1) the <i>ray interpolant tree (RI-tree)</i>, which is based on a kd-tree-like subdivision of space, and (2) the <i>simplex decomposition tree (SD-tree)</i>, which is based on a hierarchical regular simplicial mesh, and improves the functionality of the RI-tree by guaranteeing continuity. For compact storage as well as efficient neighbor computation in the mesh, we present a pointerless representation of the SD-tree. An essential element of this approach is the development of a location code that enables efficient access and navigation of the data structure. For this purpose we introduce a location code, called an LPTcode, that uniquely encodes the geometry of each simplex of the hierarchy. We present rules to compute the neighbors of a given simplex efficiently through the use of this code. We show how to traverse the associated tree and how to answer point location and interpolation queries. Our algorithms work in arbitrary dimensions. We also demonstrate the use of the SD-tree for rendering atmospheric effects. We present empirical evidence that our methods can produce renderings of good quality significantly faster than simple ray-tracing
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