24 research outputs found

    Interactive deformation and visualization of level set surfaces using graphics hardware

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    Journal ArticleDeformable isosurfaces, implemented with level-set methods, have demonstrated a great potential in visualization for applications such as segmentation, surface processing, and surface reconstruction. Their usefulness has been limited, however, by their high computational cost and and reliance on significant parameter tuning. This paper presents a solution to these challenges by describing graphics processor (GPU) based algorithms for solving and visualizing levelset solutions at interactive rates. Our efficient GPU-based solution relies on packing the level-set isosurface data into a dynamic, sparse texture format. As the level set moves, this sparse data structure is updated via a novel GPU to CPU message passing scheme. When the level-set solver is integrated with a real-time volume renderer operating on the same packed format, a user can visualize and steer the deformable level-set surface as it evolves. In addition, the resulting isosurface can serve as a region-of-interest specifier for the volume renderer. This paper demonstrates the capabilities of this technology for interactive volume visualization and segmentation

    Streaming narrow-band algorithm: interactive computation and visualization of level sets

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    Journal ArticleAbstract-Deformable isosurfaces, implemented with level-set methods, have demonstrated a great potential in visualization and computer graphics for applications such as segmentation, surface processing, and physically-based modeling. Their usefulness has been limited, however, by their high computational cost and reliance on significant parameter tuning. This paper presents a solution to these challenges by describing graphics processor (GPU) based algorithms for solving and visualizing level-set solutions at interactive rates. The proposed solution is based on a new, streaming implementation of the narrow-band algorithm. The new algorithm packs the level-set isosurface data into 2D texture memory via a multidimensional virtual memory system. As the level set moves, this texturebased representation is dynamically updated via a novel GPU-to-CPU message passing scheme. By integrating the level-set solver with a real-time volume renderer, a user can visualize and intuitively steer the level-set surface as it evolves. We demonstrate the capabilities of this technology for interactive volume segmentation and visualization

    Level set and PDE methods for visualization

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    Notes from IEEE Visualization 2005 Course #6, Minneapolis, MN, October 25, 2005. Retrieved 3/16/2006 from http://www.cs.drexel.edu/~david/Papers/Viz05_Course6_Notes.pdf.Level set methods, an important class of partial differential equation (PDE) methods, define dynamic surfaces implicitly as the level set (isosurface) of a sampled, evolving nD function. This course is targeted for researchers interested in learning about level set and other PDE-based methods, and their application to visualization. The course material will be presented by several of the recognized experts in the field, and will include introductory concepts, practical considerations and extensive details on a variety of level set/PDE applications. The course will begin with preparatory material that introduces the concept of using partial differential equations to solve problems in visualization. This will include the structure and behavior of several different types of differential equations, e.g. the level set, heat and reaction-diffusion equations, as well as a general approach to developing PDE-based applications. The second stage of the course will describe the numerical methods and algorithms needed to implement the mathematics and methods presented in the first stage, including information on implementing the algorithms on GPUs. Throughout the course the technical material will be tied to applications, e.g. image processing, geometric modeling, dataset segmentation, model processing, surface reconstruction, anisotropic geometric diffusion, flow field post-processing and vector visualization. Prerequisites: Knowledge of calculus, linear algebra, computer graphics, visualization, geometric modeling and computer vision. Some familiarity with differential geometry, differential equations, numerical computing and image processing is strongly recommended, but not required

    Interactive, GPU-Based Level Sets for 3D Segmentation

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    While level sets have demonstrated a great potential for 3D medical image segmentation, their usefulness has been limited by two problems. First, 3D level sets are relatively slow to compute. Second, their formulation usually entails several free parameters which can be very difficult to correctly tune for specific applications. This paper presents a tool for 3D segmentation that relies on level-set surface models computed at interactive rates on commodity graphics cards (GPUs). The interactive rates for solving the level-set PDE give the user immediate feedback on the parameter settings, and thus users can tune three separate parameters and control the shape of the model in real time. We have found that this interactivity enables users to produce good, reliable segmentation, as supported by qualitative and quantitative results

    Resolution-matched shadow maps

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    This paper presents resolution-matched shadow maps (RMSM), a modified adaptive shadow map (ASM) algorithm, that is practical for interactive rendering of dynamic scenes. Adaptive shadow maps, which build a quadtree of shadow samples to match the projected resolution of each shadow texel in eye space, offer a robust solution to projective and perspective aliasing in shadow maps. However, their use for interactive dynamic scenes is plagued by an expensive iterative edge-finding algorithm that takes a highly variable amount of time per frame and is not guaranteed to converge to a correct solution. This paper introduces a simplified algorithm that is up to ten times faster than ASMs, has more predictable performance, and delivers more accurate shadows. Our main contribution is the observation that it is more efficient to forgo the iterative refinement analysis in favor of generating all shadow texels requested by the pixels in the eye-space image. The practicality of this approach is based on the insight that, for surfaces continuously visible from the eye, adjacent eye-space pixels map to adjacent shadow texels in quadtree shadow space. This means that the number of contiguous regions of shadow texels (which can be efficiently generated with a rasterizer) is proportional to the number of continuously visible surfaces in the scene. Moreover, these regions can be coalesced to further reduce the number of render passes required to shadow an image. The secondary contribution of this paper is demonstrating the design and use of data-parallel algorithms inseparably mixed with traditional graphics programming to implement a novel interactive rendering algorithm. For the scenes described in this paper, we achieve 60–80 frames per second on static scenes and 20–60 frames per second on dynamic scenes for 5122 and 10242 images with a maximum effective shadow resolution of 32, 7682 texels. Categories and Subject Descriptors: I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism—Color, shading, shadowing, and textur
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