216 research outputs found

    MKtree: generation and simulations

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    The problem to represent very complex systems has been studied by several authors, obtaining solutions based on different data structures. In this paper, a K dimensional tree (Multirresolution Kdtree, MKtree) is introduced. The MKtree represents a hierarchical subdivision of the scene objects that guarantees a minimum space overlap between node regions. MKtrees are useful for collision detection and for time-critical rendering in very large environments requiring external memory storage. Examples in ship design applications are described.Postprint (published version

    A parametric-space-based scan-line algorithm for rendering of bicubic surfaces

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    A novel scan-line algorithm for displaying bicubic surfaces is presented. Patches are decomposed on regions of constant sign of the z component of the normal before the scan process. Most of the computations are done in parametric space. The algorithm computes the intersection of the surfaces with only a restricted subset of scan planes and obtains the intersection with other scan planes by linear interpolation between exact intersections. A bound of the algorithm's error is given. The method is compared with Whitted's algorithm.Postprint (published version

    Adaptive transfer functions: improved multiresolution visualization of medical models

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    The final publication is available at Springer via http://dx.doi.org/10.1007/s00371-016-1253-9Medical datasets are continuously increasing in size. Although larger models may be available for certain research purposes, in the common clinical practice the models are usually of up to 512x512x2000 voxels. These resolutions exceed the capabilities of conventional GPUs, the ones usually found in the medical doctors’ desktop PCs. Commercial solutions typically reduce the data by downsampling the dataset iteratively until it fits the available target specifications. The data loss reduces the visualization quality and this is not commonly compensated with other actions that might alleviate its effects. In this paper, we propose adaptive transfer functions, an algorithm that improves the transfer function in downsampled multiresolution models so that the quality of renderings is highly improved. The technique is simple and lightweight, and it is suitable, not only to visualize huge models that would not fit in a GPU, but also to render not-so-large models in mobile GPUs, which are less capable than their desktop counterparts. Moreover, it can also be used to accelerate rendering frame rates using lower levels of the multiresolution hierarchy while still maintaining high-quality results in a focus and context approach. We also show an evaluation of these results based on perceptual metrics.Peer ReviewedPostprint (author's final draft

    The discretized polyhedra simplification (DPS): a framework for polyhedra simplification based on decomposition schemes

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    This work discusses simplification algorithms for the generation of a multiresolution family of solid representations from an initial polyhedral solid. We introduce the Discretized Polyhedra Simplification (DPS), a framework for polyhedra simplification using space decomposition models. The DPS is based on a new error measurement and provides a sound scheme for error-bounded, geometry and topology simplification while preserving the validity of the model. A method following this framework, Direct DPS, is presented and discussed. Direct DPS uses an octree for topology simplification and error control, and generates valid solid representations. Our method is also able to generate approximations which do not interpenetrate the original model, either being completely contained in the input solid or bounding it. Unlike most of the current methods, our algorithm can deal and also produces faces with arbitrary complexity. An extension of the Direct method for appearance preservation, called Hybrid DPS, is also discussed

    Piecewise algebraic surface computation and fairing from a discrete model

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    This paper describes a constrained fairing method for implicit surfaces defined on a voxelization. This method is suitable for computing a closed smooth surface that approximates an initial set of face connected voxels.Preprin

    A Geometric relaxation solver for parametric constraint-based models

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    In this paper, a new relaxation algorithm for solving geometric constraint-based models is proposed. The algorithm starts from a constructive symbolic representation of objects (Constructive Parametric Solid Model, CPSM) and proceeds by iterative relaxation of the geometric constraints. Models that can be reduced to distance and angle constraints can be handled. A new algorithm based on an iterative global deformation of the system is presented and discussed, and its convergence is proved. The performance of hybrid algorithms involving global deformation and individual constraint relaxation is discussed on several practical cases.Postprint (published version

    Progressive ray casting for volumetric models on mobile devices

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    Mobile devices have experienced an incredible market penetration in the last decade. Currently, medium to premium smartphones are relatively affordable devices. With the increase in screen size and resolution, together with the improvements in performance of mobile CPUs and GPUs, more tasks have become possible. In this paper we explore the rendering of medium to large volumetric models on mobile and low performance devices in general. To do so, we present a progressive ray casting method that is able to obtain interactive frame rates and high quality results for models that not long ago were only supported by desktop computers.Peer ReviewedPostprint (author's final draft

    Downsampling methods for medical datasets

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    Volume visualization software usually has to deal with datasets that are larger than the GPUs may hold. This is especially true in one of the most popular application scenarios: medical visualization. Typically, medical datasets are available for different personnel, but only radiologists have high-end systems that are able to cope with large data. For the rest of physicians, usually low-end systems are only available. As a result, most volume rendering packages downsample the data prior to uploading to the GPU. The most common approach consists in performing iterative subsampling along the longest axis, until the model fits inside the GPU memory. This causes important information loss that affects the final rendering. Some cleverer techniques may be developed to preserve the volumetric information. In this paper we explore the quality of different downsampling methods and present a new approach that produces smooth lower-resolution representations, yet still preserves small features that are prone to disappear with other approaches.Peer ReviewedPostprint (published version

    Relief impostor selection for large scale urban rendering

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    Image-based rendering techniques are often the preferred choice to accelerate the exploration of massive outdoor models and complex human-made structures. In the last few years, relief mapping has been shown to be extremely useful as a compact representation of highly-detailed 3D models. In this paper we describe a rendering system for interactive, high-quality visualization of large scale urban models through a hierarchical collection of properly-oriented relief-mapped polygons. At the heart of our approach is a visibilityaware algorithm for the selection of the set of viewing planes supporting the relief maps. Our selection algorithm optimizes both the sampling density and the coverage of the relief maps and its running time is mostly independent on the underlying geometry. We show that our approach is suitable for navigating through large scale urban models at interactive rates while preserving both geometric and appearance details.Postprint (published version

    3D model deformations with arbitrary control points

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    Cage-based space deformations are often used to edit and animate images and geometric models. The deformations of the cage are easily transferred to the model by recomputing fixed convex combinations of the vertices of the cage, the control points. In current cage-based schemes the configuration of edges and facets between these control points affects the resulting deformations. In this paper we present a family of similar schemes that includes some of the current techniques, but also new schemes that depend only on the positions of the control points. We prove that these methods afford a solution under fairly general conditions and result in an easy and flexible way to deform objects using freely placed control points, with the necessary conditions of positivity and continuity.Peer ReviewedPostprint (author's final draft
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