Using image data warping for adaptive compression

Size: px
Start display at page:

Download "Using image data warping for adaptive compression"

Transcription

1 Using image data warping for adaptive compression Stefan Daschek, Abstract For years, the amount of data involved in rendering and visualization has been increasing steadily. Therefore it is often desirable and sometimes necessary to use some sort of compression. In this paper I give a short overview of the technique of data warping. In simple terms, data warping means expanding important regions of the data while contracting unimportant regions. With data warping it is possible to reduce data size significantly without noticeably losing visual quality. I give examples for warping two-dimensional texture images and threedimensional voxel datasets. Keywords: data warping, texture mapping, volume rendering, texture compression, volume warping 1 Introduction As the size of data to be rendered increases, the need for efficient compression arises. Data warping addresses this problem. The main idea is to automatically segment the data into regions of different importance. 1 There is of course an interrelationship between importance and level of detail: Naturally, high importance corresponds with regions containing many details, while low importance corresponds with areas containing fewer details. Algorithms to automatically classify data according to its level of detail are explained in Section 2. After classifying the data a warping function is applied. The warping function is based on the importance map in such a way that areas of very low importance (i.e. low level of detail) are shrunk aggresively while important (i.e. high level of detail) areas are just downsampled slightly or even not at all. This form of adaptive compression yields remarkable good results. When rendering the warped and downsampled data, the warping has to be undone. For twodimensional texture image rendering the unwarping process can be incorporated dircetly into the texture mapping function thus leading to no additional cost at all (see Section 4.1 for a detailled description). For 1 Whereas it may be desirable to let the user change or specify importance interactively, this paper only describes methods for automatically generating importance maps (Section 2). However, addtional user interaction can be added easily. some volume rendering techniques unwarping is possible at low additional cost, see Section 4.2 for an overview and comparison of the different techniques. Using data warping for reducing data size consists of 3 steps: 1. Compute an importance map based on original texture image or volume dataset. 2. Compute a warping function (based on the importance map) and apply it to the original data. The warped data can then be downsampled without significant loss of visual quality. 3. Render image with regard to the inverse warping function. In the following sections I explain each of those steps in more detail. 2 Computing importance maps An importance map (based on the original data) is needed for computing the warping function (Section 3). There are two main possibilities of generating importance maps: automatically or by user interaction. As stated in Section 1, this paper focuses on methods for automatically generating importance maps. Different algorithms are needed for two-dimensional texture images and three-dimensional voxel data, respectively. 2.1 Importance maps for texture images For texture images, the importance map can be computed based on a frequency analysis of the original data. High frequencies correspond to areas of high detail, whereas low frequencies denote less detailed areas. The frequency analysis can be done by a wavelet packet decomposition usually implemented using an iterated filter bank (Figure 1). However, it is also necessary to take into account the distortion introduced by the surface parametrization (i.e. where the texture is stretched when applied to the model s geometry and where it is contracted). The mapping between texture points and surface points is described by following parametrization function: (u, v) Ω t(u, v) = (x(u, v), y(u, v), z(u, v)) S, (1)

2 Figure 1: Image fitler bank: The filter bank takes an Image I(u,v) as input and outputs four matrices of coefficients HH, HL, LH, and LL. The boxes denote convolution using low-pass (H 0) and high-pass (H 1) filters. The circles (2 ) denote downsampling by a factor of two. Figure 3: Neighborhood importance map calculated automatically for the bonsai tree dataset. The map is represented as an isosurface. The darker the shade of the isosurface region, the more important is the corresponding area in the volume dataset. Figure 2: Texture image (left) and calculated frequency map (right). Brighter colors denote higher frequencies. where (u, v) Ω [0, 1] 2 are the texture coordinates and (x, y, z) S R 3 are the surface points. The mapping distortion is then given by the singular values of the Jacobian matrix J = [ t u t v ]. (2) If no distortion occurs, then both singular values equal to 1. When any singular value is larger than 1, the texture is stretched when applied to the model s geometry. Consequently, the texture is contracted if any singular value is smaller than 1. Using those singular values, the model geometry can be taken into account by scaling the results of the wavelet packet decomposition accordingly to the measured distortion (for a detailed explanation see [2]). This leads to a modulated frequency map σ(u, v) which is then used as importance map. See Figure 2 for an example. 2.2 Importance maps for volume data For volume data, an importance map defines a measure of importance for each voxel. In [1] a method is given to automatically compute a neighborhoodcrossing map which can then be used as featuresensitve importance map for volume data. Figure 3 gives an illustration of such a neighborhood-crossing map. The map is computed by searching for intensity values within a user-defined range of the isolevel for each voxel of the original dataset. Such values are called crossings. For each crossing, voxels in a surrounding neighborhood 2 is checked for a crossing too. The total number of crossings found in each voxel s neighborhood builds the neighborhood-crossing map. 3 Warping the data 3.1 Computing the warping function Based on the importance map it is possible to compute a warping function ω : Q Q and its inverse warping function η = ω 1 : Q Q. The warping function ω is obtained by a discrete relaxation algorithm described in [2]. A rectangular (or cubic in case of volume data) grid is relaxed by minimizing the energy function E D = σ(ν i )σ(ν j ) ν i ν j 2 (3) e=(i,j) with the grid vertices v i and the grid edges e = (i, j). The energy functions takes into account the importance map σ(u, v) described in Section 2. To obtain ω, the energy function is minimized in successive steps 3. In each step any grid vertex νi n gets displaced to obtain the new vertex ν n+1 i. First, unconstrained displacement vectors δ U (ν) are computed: δ U (ν) i = µ ij (ν j ν i ) µ ij ν j ν i 2 j i j i σ(ν i ) 2σ(ν j ) (4) 2 The size of this neighborhood is specified by the user. 3 In fact the algorithm leads to an estimation of the inverse warping function η, because it relaxes the grid covering the original image (i.e. the domain of the warping function ω).

3 Figure 5: Deformation grids for a volume dataset (shown as two-dimensional slice). Figure 4: Warping texture images: (a) Original texture image. (b) Warped and downsampled texture image (this image is actually only one quarter its original size). (c)- (d) Deformation grids for defining the warping function ω. In this formula, i is the set of grid vertices connected to i, and σ(ν j ) µ ij = j i σ(ν j). (5) To keep the corners of the warped image fixed, additional boundary constraints are imposed: ω η = 0. (6) Q This means that boundary points can only move along the boundary, while corner points cannot move at all. Adhering to the boundary constraints finally leads to the constrained displacement vectors ν n+1 i = ν n i + δ(ν n ) i. (7) A detailed description can be found in [2], a similar algorithm was proposed by [7]. 3.2 Warping texture images The warping function ω can be applied directly to a texture image I(u, v). This yields the warped texture image I (u, v ). In practice it is more efficient to evaluate the inverse warping function η for each pixel of the warped texture image. See Figure 4 for an example of a texture image and the corresponding warped texture image. 3.3 Warping volume data For volume data, the warping function ω can be represented by two associated cubic grids G and G (Figure 5). Both grids share the same size and connectivity. The warped grid G is obtained by applying ω to each vertex of the regular grid G. For warping the volume dataset it is necessary to evaluate the inverse warping function η for each voxel in the warped dataset. This is done by determining which cell of G the voxel belongs to and calculating trilinear coordinates with respect to the eight vertices of the containing cell. Those trilinear coordinates are then evaluated at the eight vertices of the correspondending cell in the warped grid G to find the corresponding voxel in the original dataset. Since G is a regular grid, simple and efficient quantization can be used for determining the containing cell. 4 Rendering the data The effect of warping the orginial data must be undone in the rendering step to produce an image comparable to the image rendered directly from unwarped data. Different techniques are used for rendering texture images and volume data. 4.1 Rendering texture images As stated in Section 2.1, the mapping t(u, v) describes how the texture image is mapped onto the models geometry. Support for this mapping function is included in modern graphics hardware, as it is a standard part of the texturing pipeline. For rendering warped texture images we compute a new mapping function t (u, v ) which maps the warped texture image onto the model s geometry such that the visual appearance is similar to mapping the original image using t(u, v). Figure 6 shows the relationships between the original texture image, the warped texture image and the rendered image. The new mapping function t can be implemented in hardware exactly like t. Therefore rendering warped textures does not require additional costs compared to

4 Figure 6: Texture image warping: Original image I(u, v), warped image I (u, v ), textured model S(x, y, z), mapping function t, new mapping function t for warped texture. rendering unwarped textures. 4.2 Rendering volume data As there exist different techniques for rendering volume data, different approaches must be used to undo the warping. The following Sections deal with common volume rendering techniques and give an overview how unwarping may be incorporated into the rendering process Isosurface extraction Isosurface rendering is an indirect approach to volume rendering. Instead of directly rendering the volume data, an isosurface (usually a triangular mesh) is extracted at a specified isolevel and subsequently rendered using standard surface rendering methods. See [8] for more information. For generating a (warped) mesh M from a warped volume dataset, any isosurface extraction algorithm (see for example [9], [11], and [12]) can be used. After generating the mesh, each vertex location must be unwarped to recover the original visual appearance, resulting in the unwarped mesh M. Unwarping is done by applying the inverse warping function η to each vertex, i.e. M = η(m ). (8) The warped volume dataset is expanded in areas of high detail and contracted in areas of low detail. Generating the mesh from the warped volume and subsequently unwarping this mesh leads therefore to a mesh with adaptive tessellation. See Figure 7 for an example comparing evenly and adaptively tessellated meshes. When using an adaptively tessellated mesh, fewer vertices are necessary to achieve the same level of detail Splatting Splatting is an high-quality object-order approach to volume rendering. Each voxel is splatted onto the screen, leaving a specific footprint. The weighted footprints are then accumulated resulting in the final image. See [10] for more information. Figure 7: Comparison of meshes with even tessellation and adaptive tessellation, respectively. From the bonsai tree dataset. For splatting a warped volume dataset it is necessary to consider the inverse warping function η for each voxel, i.e. every footprint has to be recalculated 4. This requires additional cost compared to splatting the original dataset. However, as the warped volume dataset can be downsampled (shrunk) without significant loss of visual quality, the reduced number of voxels may outweigh this performance penalty Ray casting Ray casting is an image-order approach to volume rendering. For each pixel in the final image a ray is shot into the volume dataset yielding an intensity profile which is then composited into the image. See [6] for more information. Ray casting a warped volume dataset requires nonlinear rays to undo the warping. A ray shot into the warped volume dataset must be warped using the warping function ω. However, evaluating ω is more expensive than evaluating the inverse warping function η: While for evaluating η it is necessary to find the containing cell in the regular grid G which can be done efficiently by quantization (see Section 3.3), finding the containing cell in the warped (and hence nonregular) grid G for evaluating ω requires an expensive spatial search Shear warp factorization Shear warp factorization is a fast object-order approach to volume rendering. The volume dataset is divided into parallel slices. Two shear operations are applied to those slices before compositing is done along either the x-, y- or z-axis. Finally the intermediate image is warped to get rid of distortions. See [5] for more information. Using shear warp factorization for rendering warped volume datasets seems not to be applicable. First of all, the shear warp technique assumes that 4 Recalculation of every footprint is similar to perspective splatting described in [4].

5 each voxel correspondends to exactly one pixel, which is not the case for a warped volume dataset. Slicing the warped dataset does not give feasible results either Texture-based rendering Texture-based rendering is an approach to volume rendering that can be implemented in hardware. Using two- or three-dimensional textures is possible. Slices of textures are then composited into the final image using back-to-front compositing. See [3] for more details. Similar to the shear warp technique, texture-based rendering of warped volume datasets suffers from the problem of dividing the warped dataset into meaningful slices. Extending the compositing to undo the warping should be possible but expensive and may abandon the possibility of using standard graphics hardware. 5 Results Figure 8 and Figure 9 show a comparison of visual quality between warped data and original data at reduced data size for both cases addressed in this paper, two-dimensional texture images and threedimensional volume data. It is apparent that warping increases quality at high downsampling rates when compared with downsampling unwarped data. Especially for isosurface rendering it is known that aggresively downsampling the voxel data often drastically changes the geometry of the extracted mesh. Warping relieves this effect, as can be seen in Figure 9. 6 Conclusions Using data warping based on automatically generated importance maps makes it possible to significantly reduce data size (i.e. shrink textures and reduce number of voxels) while obtaining good visual appearance. The automatic generation of importance map works very well for two-dimensional texture images (see Section 2.1), as does computing the warping function using a iterative grid relaxation approach (Section 3). Future work may include improving the algorithm for automatically generation of importance maps for three-dimensional volume data (Section 2.2) and combining data warping with other volume rendering techniques than isosurface extraction (Sections 4.2.2, 4.2.3, 4.2.4, and 4.2.5). 7 Acknowledgments Figure 1, Figure 2, Figure 4, Figure 6, and Figure 8 are taken from [2]. Figure 3, Figure 5, Figure 7, Figure 9, and Figure 10 are taken from [1]. References [1] Laurent Balmelli, Christopher J. Morris, Gabriel Taubin, and Fausto Bernardini. Volume warping for adaptive isosurface extraction. In Proceeding of IEEE Visualization, [2] Laurent Balmelli, Gabriel Taubin, and Fausto Bernardini. Space-optimized texture maps. Computer Graphics Forum, 21(3): , [3] Allen Van Gelder and K. Kim. Direct volume rendering via 3d texture mapping hardwar. In 1996 Volume Rendering Symposium, pages 22 30, [4] J. Edward Swan II, Klaus Mueller, Torsten Möller, Naeem Shareef, Roger Crawfis, and Roni Yagel. Perspective splatting. [5] P. Lacroute and Marc Levoy. Fast volume rendering using a shear-warp factorization of the viewing transformation. In Proc. SIGGRAPH 94, pages , [6] Marc Levoy. Efficient ray tracing of volume data. ACM Transactions on Graphics, 9(3): , [7] S. Z. Li. Adaptive sampling and mesh generation. Computer Aided Design, 27(3): , [8] William Lorenson and Harvey Cline. Marching cubes: A high resolution 3d surface construction algorithm. Computer Graphics, 21(4): , [9] R. Shu, C. Zhou, and M. S. Kankanhalli. Adaptive marching cubes. The Visual Computer, 11(4): , [10] L. Westover. SPLATTING: A parallel, feedforward volume rendering algorithm. PhD thesis, UNC-Chapel Hill, [11] Jane Wilhelms and Allen Van Gelder. Octrees for faster isosurface generation. ACM Transactions on Graphics, 11(3): , [12] Z. J. Wood, M. Debrun, P. Schröder, and David Breen. Semiregular mesh extraction from volumes. In Visualization 2000, pages IEEE, 2000.

6 Figure 8: Comparison of the visual quality obtained at reduced texture sizes. Top row: original image; bottom row: warped and downsampled image. (a) Original texture size. In (b), (c), and (d) the image is reduced at 30%, 20%, and 10% of the original size, respectively. Figure 9: Comparison of the visual quality obtained at downsampled volume datasets. Volumes are rendered using isosurface extraction. Top row: original dataset; bottom row: warped and downsampled dataset (see Figure 5 for the importance map used). The volume dimensions are (from left to right) 1283, 963, 643, and 323, respectively.

7 Figure 10: Adaptive isosurface extraction. Images show (from left to right): Isosurface extracted from original dataset (128 3 ), isosurface extracted from warped dataset, unwarped isosurface. Closeups compare regular and adaptive tessellation.

Volume Warping for Adaptive Isosurface Extraction

Volume Warping for Adaptive Isosurface Extraction Volume Warping for Adaptive Isosurface Extraction Laurent Balmelli Λ Christopher Morris Gabriel Taubin Fausto Bernardini IBM Research T.J. Watson Center Hawthorne, NY, USA Figure 1: Adaptive isosurface

More information

Space-Optimized Texture Maps

Space-Optimized Texture Maps EUROGRAPHICS 2002 / G. Drettakis and H.-P. Seidel (Guest Editors) Volume 21 (2002), Number 3 Space-Optimized Texture Maps Laurent Balmelli Gabriel Taubin Fausto Bernardini IBM Research T.J. Watson Center

More information

A Survey of Volumetric Visualization Techniques for Medical Images

A Survey of Volumetric Visualization Techniques for Medical Images International Journal of Research Studies in Computer Science and Engineering (IJRSCSE) Volume 2, Issue 4, April 2015, PP 34-39 ISSN 2349-4840 (Print) & ISSN 2349-4859 (Online) www.arcjournals.org A Survey

More information

Data Visualization (CIS/DSC 468)

Data Visualization (CIS/DSC 468) Data Visualization (CIS/DSC 46) Volume Rendering Dr. David Koop Visualizing Volume (3D) Data 2D visualization slice images (or multi-planar reformating MPR) Indirect 3D visualization isosurfaces (or surface-shaded

More information

CIS 467/602-01: Data Visualization

CIS 467/602-01: Data Visualization CIS 467/60-01: Data Visualization Isosurfacing and Volume Rendering Dr. David Koop Fields and Grids Fields: values come from a continuous domain, infinitely many values - Sampled at certain positions to

More information

Indirect Volume Rendering

Indirect Volume Rendering Indirect Volume Rendering Visualization Torsten Möller Weiskopf/Machiraju/Möller Overview Contour tracing Marching cubes Marching tetrahedra Optimization octree-based range query Weiskopf/Machiraju/Möller

More information

New Method for Opacity Correction in Oversampled Volume Ray Casting

New Method for Opacity Correction in Oversampled Volume Ray Casting New Method for Opacity Correction in Oversampled Volume Ray Casting Jong Kwan Lee Department of Computer Science University of Alabama in Huntsville Huntsville, AL 35899 USA jlee@cs.uah.edu Timothy S.

More information

Computational Strategies

Computational Strategies Computational Strategies How can the basic ingredients be combined: Image Order Ray casting (many options) Object Order (in world coordinate) splatting, texture mapping Combination (neither) Shear warp,

More information

Data Visualization (DSC 530/CIS )

Data Visualization (DSC 530/CIS ) Data Visualization (DSC 530/CIS 60-01) Scalar Visualization Dr. David Koop Online JavaScript Resources http://learnjsdata.com/ Good coverage of data wrangling using JavaScript Fields in Visualization Scalar

More information

Texture Mapping using Surface Flattening via Multi-Dimensional Scaling

Texture Mapping using Surface Flattening via Multi-Dimensional Scaling Texture Mapping using Surface Flattening via Multi-Dimensional Scaling Gil Zigelman Ron Kimmel Department of Computer Science, Technion, Haifa 32000, Israel and Nahum Kiryati Department of Electrical Engineering

More information

Shear-Warp Volume Rendering. Volume Rendering Overview

Shear-Warp Volume Rendering. Volume Rendering Overview Shear-Warp Volume Rendering R. Daniel Bergeron Department of Computer Science University of New Hampshire Durham, NH 03824 From: Lacroute and Levoy, Fast Volume Rendering Using a Shear-Warp- Factorization

More information

Volume Rendering. Lecture 21

Volume Rendering. Lecture 21 Volume Rendering Lecture 21 Acknowledgements These slides are collected from many sources. A particularly valuable source is the IEEE Visualization conference tutorials. Sources from: Roger Crawfis, Klaus

More information

Data Visualization (DSC 530/CIS )

Data Visualization (DSC 530/CIS ) Data Visualization (DSC 530/CIS 60-0) Isosurfaces & Volume Rendering Dr. David Koop Fields & Grids Fields: - Values come from a continuous domain, infinitely many values - Sampled at certain positions

More information

Project Updates Short lecture Volumetric Modeling +2 papers

Project Updates Short lecture Volumetric Modeling +2 papers Volumetric Modeling Schedule (tentative) Feb 20 Feb 27 Mar 5 Introduction Lecture: Geometry, Camera Model, Calibration Lecture: Features, Tracking/Matching Mar 12 Mar 19 Mar 26 Apr 2 Apr 9 Apr 16 Apr 23

More information

A SURVEY ON 3D RENDERING METHODS FOR MRI IMAGES

A SURVEY ON 3D RENDERING METHODS FOR MRI IMAGES 178 A SURVEY ON 3D RENDERING METHODS FOR MRI IMAGES Harja Santana Purba, Daut Daman, Ghazali Bin Sulong Department of Computer Graphics & Multimedia, Faculty of Computer Science & Information Systems,

More information

Visualization. Images are used to aid in understanding of data. Height Fields and Contours Scalar Fields Volume Rendering Vector Fields [chapter 26]

Visualization. Images are used to aid in understanding of data. Height Fields and Contours Scalar Fields Volume Rendering Vector Fields [chapter 26] Visualization Images are used to aid in understanding of data Height Fields and Contours Scalar Fields Volume Rendering Vector Fields [chapter 26] Tumor SCI, Utah Scientific Visualization Visualize large

More information

Isosurface Rendering. CSC 7443: Scientific Information Visualization

Isosurface Rendering. CSC 7443: Scientific Information Visualization Isosurface Rendering What is Isosurfacing? An isosurface is the 3D surface representing the locations of a constant scalar value within a volume A surface with the same scalar field value Isosurfaces form

More information

Direct Volume Rendering

Direct Volume Rendering Direct Volume Rendering CMPT 467/767 Visualization Torsten Möller Weiskopf/Machiraju/Möller Overview Volume rendering equation Compositing schemes Ray casting Acceleration techniques for ray casting Texture-based

More information

Volume Illumination & Vector Field Visualisation

Volume Illumination & Vector Field Visualisation Volume Illumination & Vector Field Visualisation Visualisation Lecture 11 Institute for Perception, Action & Behaviour School of Informatics Volume Illumination & Vector Vis. 1 Previously : Volume Rendering

More information

11/1/13. Visualization. Scientific Visualization. Types of Data. Height Field. Contour Curves. Meshes

11/1/13. Visualization. Scientific Visualization. Types of Data. Height Field. Contour Curves. Meshes CSCI 420 Computer Graphics Lecture 26 Visualization Height Fields and Contours Scalar Fields Volume Rendering Vector Fields [Angel Ch. 2.11] Jernej Barbic University of Southern California Scientific Visualization

More information

Visualization. CSCI 420 Computer Graphics Lecture 26

Visualization. CSCI 420 Computer Graphics Lecture 26 CSCI 420 Computer Graphics Lecture 26 Visualization Height Fields and Contours Scalar Fields Volume Rendering Vector Fields [Angel Ch. 11] Jernej Barbic University of Southern California 1 Scientific Visualization

More information

GPU-based Volume Rendering. Michal Červeňanský

GPU-based Volume Rendering. Michal Červeňanský GPU-based Volume Rendering Michal Červeňanský Outline Volume Data Volume Rendering GPU rendering Classification Speed-up techniques Other techniques 2 Volume Data Describe interior structures Liquids,

More information

Parallel Volume Rendering with Sparse Data Structures *

Parallel Volume Rendering with Sparse Data Structures * JOURNAL OF INFORMATION SCIENCE AND ENGINEERING 21, 327-339 (2005) Short Paper Parallel Volume Rendering with Sparse Data Structures * Department of Information Engineering and Computer Science Feng Chia

More information

Post-Convolved Splatting

Post-Convolved Splatting Post-Convolved Splatting Neophytos Neophytou Klaus Mueller Center for Visual Computing, Department of Computer Science, Stony Brook University Abstract One of the most expensive operations in volume rendering

More information

Clipping. CSC 7443: Scientific Information Visualization

Clipping. CSC 7443: Scientific Information Visualization Clipping Clipping to See Inside Obscuring critical information contained in a volume data Contour displays show only exterior visible surfaces Isosurfaces can hide other isosurfaces Other displays can

More information

Surface Reconstruction. Gianpaolo Palma

Surface Reconstruction. Gianpaolo Palma Surface Reconstruction Gianpaolo Palma Surface reconstruction Input Point cloud With or without normals Examples: multi-view stereo, union of range scan vertices Range scans Each scan is a triangular mesh

More information

GVF-Based Transfer Functions for Volume Rendering

GVF-Based Transfer Functions for Volume Rendering GVF-Based Transfer Functions for Volume Rendering Shaorong Wang 1,2 and Hua Li 1 1 National Research Center for Intelligent Computing Systems, Institute of Computing Technology, Chinese Academy of Sciences,

More information

Point based Rendering

Point based Rendering Point based Rendering CS535 Daniel Aliaga Current Standards Traditionally, graphics has worked with triangles as the rendering primitive Triangles are really just the lowest common denominator for surfaces

More information

Volume Rendering. Computer Animation and Visualisation Lecture 9. Taku Komura. Institute for Perception, Action & Behaviour School of Informatics

Volume Rendering. Computer Animation and Visualisation Lecture 9. Taku Komura. Institute for Perception, Action & Behaviour School of Informatics Volume Rendering Computer Animation and Visualisation Lecture 9 Taku Komura Institute for Perception, Action & Behaviour School of Informatics Volume Rendering 1 Volume Data Usually, a data uniformly distributed

More information

CIS 4930/ SCIENTIFICVISUALIZATION

CIS 4930/ SCIENTIFICVISUALIZATION CIS 4930/6930-902 SCIENTIFICVISUALIZATION ISOSURFACING Paul Rosen Assistant Professor University of South Florida slides credits Tricoche and Meyer ADMINISTRATIVE Read (or watch video): Kieffer et al,

More information

Hardware-Accelerated Adaptive EWA Volume Splatting

Hardware-Accelerated Adaptive EWA Volume Splatting Hardware-Accelerated Adaptive EWA Volume Splatting Wei Chen Zhejiang University, China Liu Ren Carnegie Mellon University, USA Matthias Zwicker MIT, USA Hanspeter Pfister MERL, USA Figure : Adaptive EWA

More information

Visualization Computer Graphics I Lecture 20

Visualization Computer Graphics I Lecture 20 15-462 Computer Graphics I Lecture 20 Visualization Height Fields and Contours Scalar Fields Volume Rendering Vector Fields [Angel Ch. 12] November 20, 2003 Doug James Carnegie Mellon University http://www.cs.cmu.edu/~djames/15-462/fall03

More information

Applications of Explicit Early-Z Culling

Applications of Explicit Early-Z Culling Applications of Explicit Early-Z Culling Jason L. Mitchell ATI Research Pedro V. Sander ATI Research Introduction In past years, in the SIGGRAPH Real-Time Shading course, we have covered the details of

More information

Direct Volume Rendering

Direct Volume Rendering Direct Volume Rendering Visualization Torsten Möller Weiskopf/Machiraju/Möller Overview 2D visualization slice images (or multi-planar reformating MPR) Indirect 3D visualization isosurfaces (or surface-shaded

More information

Multipass GPU Surface Rendering in 4D Ultrasound

Multipass GPU Surface Rendering in 4D Ultrasound 2012 Cairo International Biomedical Engineering Conference (CIBEC) Cairo, Egypt, December 20-21, 2012 Multipass GPU Surface Rendering in 4D Ultrasound Ahmed F. Elnokrashy 1,2, Marwan Hassan 1, Tamer Hosny

More information

L1 - Introduction. Contents. Introduction of CAD/CAM system Components of CAD/CAM systems Basic concepts of graphics programming

L1 - Introduction. Contents. Introduction of CAD/CAM system Components of CAD/CAM systems Basic concepts of graphics programming L1 - Introduction Contents Introduction of CAD/CAM system Components of CAD/CAM systems Basic concepts of graphics programming 1 Definitions Computer-Aided Design (CAD) The technology concerned with the

More information

Level Set Extraction from Gridded 2D and 3D Data

Level Set Extraction from Gridded 2D and 3D Data Level Set Extraction from Gridded 2D and 3D Data David Eberly, Geometric Tools, Redmond WA 98052 https://www.geometrictools.com/ This work is licensed under the Creative Commons Attribution 4.0 International

More information

Data Visualization (CIS/DSC 468)

Data Visualization (CIS/DSC 468) Data Visualization (CIS/DSC 468) Vector Visualization Dr. David Koop Visualizing Volume (3D) Data 2D visualization slice images (or multi-planar reformating MPR) Indirect 3D visualization isosurfaces (or

More information

Volume Illumination. Visualisation Lecture 11. Taku Komura. Institute for Perception, Action & Behaviour School of Informatics

Volume Illumination. Visualisation Lecture 11. Taku Komura. Institute for Perception, Action & Behaviour School of Informatics Volume Illumination Visualisation Lecture 11 Taku Komura Institute for Perception, Action & Behaviour School of Informatics Taku Komura Volume Illumination & Vector Vis. 1 Previously : Volume Rendering

More information

High-Quality Splatting on Rectilinear Grids with Efficient Culling of Occluded Voxels

High-Quality Splatting on Rectilinear Grids with Efficient Culling of Occluded Voxels 116 IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS, VOL. 5, NO. 2, APRIL-JUNE 1999 High-Quality Splatting on Rectilinear Grids with Efficient Culling of Occluded Voxels Klaus Mueller, Naeem Shareef,

More information

Taxonomy and Algorithms for Volume Rendering on Multicomputers

Taxonomy and Algorithms for Volume Rendering on Multicomputers Taxonomy and Algorithms for Volume Rendering on Multicomputers TR91-015 February, 1991 Ulrich Neumann The University of North Carolina at Chapel Hill Department of Computer Science CB#3175, Sitterson Hall

More information

Direct Volume Rendering

Direct Volume Rendering Direct Volume Rendering Balázs Csébfalvi Department of Control Engineering and Information Technology Budapest University of Technology and Economics Classification of Visualization Algorithms Indirect

More information

Visualization Computer Graphics I Lecture 20

Visualization Computer Graphics I Lecture 20 15-462 Computer Graphics I Lecture 20 Visualization Height Fields and Contours Scalar Fields Volume Rendering Vector Fields [Angel Ch. 12] April 15, 2003 Frank Pfenning Carnegie Mellon University http://www.cs.cmu.edu/~fp/courses/graphics/

More information

Height Fields and Contours Scalar Fields Volume Rendering Vector Fields [Angel Ch. 12] April 23, 2002 Frank Pfenning Carnegie Mellon University

Height Fields and Contours Scalar Fields Volume Rendering Vector Fields [Angel Ch. 12] April 23, 2002 Frank Pfenning Carnegie Mellon University 15-462 Computer Graphics I Lecture 21 Visualization Height Fields and Contours Scalar Fields Volume Rendering Vector Fields [Angel Ch. 12] April 23, 2002 Frank Pfenning Carnegie Mellon University http://www.cs.cmu.edu/~fp/courses/graphics/

More information

Volume Visualization

Volume Visualization Volume Visualization Part 1 (out of 3) Overview: Volume Visualization Introduction to volume visualization On volume data Surface vs. volume rendering Overview: Techniques Simple methods Slicing, cuberille

More information

Volume visualization. Volume visualization. Volume visualization methods. Sources of volume visualization. Sources of volume visualization

Volume visualization. Volume visualization. Volume visualization methods. Sources of volume visualization. Sources of volume visualization Volume visualization Volume visualization Volumes are special cases of scalar data: regular 3D grids of scalars, typically interpreted as density values. Each data value is assumed to describe a cubic

More information

A SYSTEMATIC APPROACH TO MULTIPLE DATASETS VISUALIZATION OF SCALAR VOLUME DATA

A SYSTEMATIC APPROACH TO MULTIPLE DATASETS VISUALIZATION OF SCALAR VOLUME DATA A SYSTEMATIC APPROACH TO MULTIPLE DATASETS VISUALIZATION OF SCALAR VOLUME DATA Gaurav Khanduja and Bijaya B. Karki Department of Computer Science, Louisiana State University, Baton Rouge, Louisiana, USA

More information

Reconstruction Schemes for High Quality Raycasting of the Body-Centered Cubic Grid

Reconstruction Schemes for High Quality Raycasting of the Body-Centered Cubic Grid Reconstruction Schemes for High Quality Raycasting of the Body-Centered Cubic Grid Thomas Theußl, Oliver Mattausch, Torsten Möller, and Meister Eduard Gröller Institute of Computer Graphics and Algorithms,

More information

Chapter 18. Geometric Operations

Chapter 18. Geometric Operations Chapter 18 Geometric Operations To this point, the image processing operations have computed the gray value (digital count) of the output image pixel based on the gray values of one or more input pixels;

More information

Texture. Texture Mapping. Texture Mapping. CS 475 / CS 675 Computer Graphics. Lecture 11 : Texture

Texture. Texture Mapping. Texture Mapping. CS 475 / CS 675 Computer Graphics. Lecture 11 : Texture Texture CS 475 / CS 675 Computer Graphics Add surface detail Paste a photograph over a surface to provide detail. Texture can change surface colour or modulate surface colour. Lecture 11 : Texture http://en.wikipedia.org/wiki/uv_mapping

More information

A Review of Image- based Rendering Techniques Nisha 1, Vijaya Goel 2 1 Department of computer science, University of Delhi, Delhi, India

A Review of Image- based Rendering Techniques Nisha 1, Vijaya Goel 2 1 Department of computer science, University of Delhi, Delhi, India A Review of Image- based Rendering Techniques Nisha 1, Vijaya Goel 2 1 Department of computer science, University of Delhi, Delhi, India Keshav Mahavidyalaya, University of Delhi, Delhi, India Abstract

More information

CS 475 / CS 675 Computer Graphics. Lecture 11 : Texture

CS 475 / CS 675 Computer Graphics. Lecture 11 : Texture CS 475 / CS 675 Computer Graphics Lecture 11 : Texture Texture Add surface detail Paste a photograph over a surface to provide detail. Texture can change surface colour or modulate surface colour. http://en.wikipedia.org/wiki/uv_mapping

More information

Raycasting. Ronald Peikert SciVis Raycasting 3-1

Raycasting. Ronald Peikert SciVis Raycasting 3-1 Raycasting Ronald Peikert SciVis 2007 - Raycasting 3-1 Direct volume rendering Volume rendering (sometimes called direct volume rendering) stands for methods that generate images directly from 3D scalar

More information

Calculating the Distance Map for Binary Sampled Data

Calculating the Distance Map for Binary Sampled Data MITSUBISHI ELECTRIC RESEARCH LABORATORIES http://www.merl.com Calculating the Distance Map for Binary Sampled Data Sarah F. Frisken Gibson TR99-6 December 999 Abstract High quality rendering and physics-based

More information

Scalar Visualization

Scalar Visualization Scalar Visualization Visualizing scalar data Popular scalar visualization techniques Color mapping Contouring Height plots outline Recap of Chap 4: Visualization Pipeline 1. Data Importing 2. Data Filtering

More information

First Steps in Hardware Two-Level Volume Rendering

First Steps in Hardware Two-Level Volume Rendering First Steps in Hardware Two-Level Volume Rendering Markus Hadwiger, Helwig Hauser Abstract We describe first steps toward implementing two-level volume rendering (abbreviated as 2lVR) on consumer PC graphics

More information

Volume Visualization. Part 1 (out of 3) Volume Data. Where do the data come from? 3D Data Space How are volume data organized?

Volume Visualization. Part 1 (out of 3) Volume Data. Where do the data come from? 3D Data Space How are volume data organized? Volume Data Volume Visualization Part 1 (out of 3) Where do the data come from? Medical Application Computed Tomographie (CT) Magnetic Resonance Imaging (MR) Materials testing Industrial-CT Simulation

More information

1 Introduction Motivation and Aims Functional Imaging Computational Neuroanatomy... 12

1 Introduction Motivation and Aims Functional Imaging Computational Neuroanatomy... 12 Contents 1 Introduction 10 1.1 Motivation and Aims....... 10 1.1.1 Functional Imaging.... 10 1.1.2 Computational Neuroanatomy... 12 1.2 Overview of Chapters... 14 2 Rigid Body Registration 18 2.1 Introduction.....

More information

Visualization-Specific Compression of Large Volume Data 1

Visualization-Specific Compression of Large Volume Data 1 Visualization-Specific Compression of Large Volume Data 1 Chandrajit Bajaj Insung Ihm 2 Sanghun Park Dept. of Computer Sciences The Univ. of Texas at Austin Austin, Texas Dept. of Computer Science Sogang

More information

Projection Technique for Vortex-Free Image Registration

Projection Technique for Vortex-Free Image Registration Projection Technique for Vortex-Free Image Registration Patrick Scheibe 1, Ulf-Dietrich Braumann 1,2, Jens-Peer Kuska 2 1 Translational Center for Regenerative Medicine (TRM) 2 Interdisciplinary Center

More information

Splatting (feed-forward) Fill the holes. Process for volume rendering. Footprint Evaluation for Volume Rendering. Feed Backward vs.

Splatting (feed-forward) Fill the holes. Process for volume rendering. Footprint Evaluation for Volume Rendering. Feed Backward vs. Footprint Evaluation for Volume Rendering A Feedforward Approach a.k.a. Process for volume rendering Reconstruct the continuous volume function Shade the continuous function Project this continuous function

More information

CHAPTER 2 TEXTURE CLASSIFICATION METHODS GRAY LEVEL CO-OCCURRENCE MATRIX AND TEXTURE UNIT

CHAPTER 2 TEXTURE CLASSIFICATION METHODS GRAY LEVEL CO-OCCURRENCE MATRIX AND TEXTURE UNIT CHAPTER 2 TEXTURE CLASSIFICATION METHODS GRAY LEVEL CO-OCCURRENCE MATRIX AND TEXTURE UNIT 2.1 BRIEF OUTLINE The classification of digital imagery is to extract useful thematic information which is one

More information

Fast Interactive Region of Interest Selection for Volume Visualization

Fast Interactive Region of Interest Selection for Volume Visualization Fast Interactive Region of Interest Selection for Volume Visualization Dominik Sibbing and Leif Kobbelt Lehrstuhl für Informatik 8, RWTH Aachen, 20 Aachen Email: {sibbing,kobbelt}@informatik.rwth-aachen.de

More information

A New Object-Order Ray-Casting Algorithm

A New Object-Order Ray-Casting Algorithm A New Object-Order Ray-Casting Algorithm ABSTRACT Benjamin Mora, Jean-Pierre Jessel, René Caubet Institut de Recherche en Informatique de Toulouse (IRIT), Université Paul Sabatier, 31062 Toulouse, France

More information

Voxelization in Common Sampling Lattices

Voxelization in Common Sampling Lattices Voxelization in Common Sampling Lattices Haris Widjaya htw@cs.sfu.ca Torsten Möller torsten@cs.sfu.ca Alireza Entezari aentezar@cs.sfu.ca Abstract In this paper we introduce algorithms to voxelize polygonal

More information

Mesh Decimation Using VTK

Mesh Decimation Using VTK Mesh Decimation Using VTK Michael Knapp knapp@cg.tuwien.ac.at Institute of Computer Graphics and Algorithms Vienna University of Technology Abstract This paper describes general mesh decimation methods

More information

Deforming Objects. Deformation Techniques. Deforming Objects. Examples

Deforming Objects. Deformation Techniques. Deforming Objects. Examples Deforming Objects Deformation Techniques CMPT 466 Computer Animation Torsten Möller Non-Uniform Scale Global Deformations Skeletal Deformations Grid Deformations Free-Form Deformations (FFDs) Morphing

More information

Efficient View-Dependent Sampling of Visual Hulls

Efficient View-Dependent Sampling of Visual Hulls Efficient View-Dependent Sampling of Visual Hulls Wojciech Matusik Chris Buehler Leonard McMillan Computer Graphics Group MIT Laboratory for Computer Science Cambridge, MA 02141 Abstract In this paper

More information

2D rendering takes a photo of the 2D scene with a virtual camera that selects an axis aligned rectangle from the scene. The photograph is placed into

2D rendering takes a photo of the 2D scene with a virtual camera that selects an axis aligned rectangle from the scene. The photograph is placed into 2D rendering takes a photo of the 2D scene with a virtual camera that selects an axis aligned rectangle from the scene. The photograph is placed into the viewport of the current application window. A pixel

More information

A method for interactive manipulation and animation of volumetric data

A method for interactive manipulation and animation of volumetric data A method for interactive manipulation and animation of volumetric data Yves Jean, Larry F. Hodges Graphics, Visualization and Usability Center College of Computing Georgia Institute of Technology Atlanta,

More information

Fairing Scalar Fields by Variational Modeling of Contours

Fairing Scalar Fields by Variational Modeling of Contours Fairing Scalar Fields by Variational Modeling of Contours Martin Bertram University of Kaiserslautern, Germany Abstract Volume rendering and isosurface extraction from three-dimensional scalar fields are

More information

Image Base Rendering: An Introduction

Image Base Rendering: An Introduction Image Base Rendering: An Introduction Cliff Lindsay CS563 Spring 03, WPI 1. Introduction Up to this point, we have focused on showing 3D objects in the form of polygons. This is not the only approach to

More information

CSL 859: Advanced Computer Graphics. Dept of Computer Sc. & Engg. IIT Delhi

CSL 859: Advanced Computer Graphics. Dept of Computer Sc. & Engg. IIT Delhi CSL 859: Advanced Computer Graphics Dept of Computer Sc. & Engg. IIT Delhi Point Based Representation Point sampling of Surface Mesh construction, or Mesh-less Often come from laser scanning Or even natural

More information

Parallel Rendering of 3D AMR Data on the SGI/Cray T3E

Parallel Rendering of 3D AMR Data on the SGI/Cray T3E Parallel Rendering of 3D AMR Data on the SGI/Cray T3E Kwan-Liu Ma Institute for Computer Applications in Science and Engineering Mail Stop 403, NASA Langley Research Center Hampton, Virginia 23681-2199

More information

Graphics Pipeline 2D Geometric Transformations

Graphics Pipeline 2D Geometric Transformations Graphics Pipeline 2D Geometric Transformations CS 4620 Lecture 8 1 Plane projection in drawing Albrecht Dürer 2 Plane projection in drawing source unknown 3 Rasterizing triangles Summary 1 evaluation of

More information

Computer Graphics I Lecture 11

Computer Graphics I Lecture 11 15-462 Computer Graphics I Lecture 11 Midterm Review Assignment 3 Movie Midterm Review Midterm Preview February 26, 2002 Frank Pfenning Carnegie Mellon University http://www.cs.cmu.edu/~fp/courses/graphics/

More information

Open Access Compression Algorithm of 3D Point Cloud Data Based on Octree

Open Access Compression Algorithm of 3D Point Cloud Data Based on Octree Send Orders for Reprints to reprints@benthamscience.ae The Open Automation and Control Systems Journal, 2015, 7, 879-883 879 Open Access Compression Algorithm of 3D Point Cloud Data Based on Octree Dai

More information

A Study of Medical Image Analysis System

A Study of Medical Image Analysis System Indian Journal of Science and Technology, Vol 8(25), DOI: 10.17485/ijst/2015/v8i25/80492, October 2015 ISSN (Print) : 0974-6846 ISSN (Online) : 0974-5645 A Study of Medical Image Analysis System Kim Tae-Eun

More information

Multiscale Techniques: Wavelet Applications in Volume Rendering

Multiscale Techniques: Wavelet Applications in Volume Rendering Multiscale Techniques: Wavelet Applications in Volume Rendering Michael H. F. Wilkinson, Michel A. Westenberg and Jos B.T.M. Roerdink Institute for Mathematics and University of Groningen The Netherlands

More information

Advanced Computer Graphics Transformations. Matthias Teschner

Advanced Computer Graphics Transformations. Matthias Teschner Advanced Computer Graphics Transformations Matthias Teschner Motivation Transformations are used To convert between arbitrary spaces, e.g. world space and other spaces, such as object space, camera space

More information

Volume Rendering - Introduction. Markus Hadwiger Visual Computing Center King Abdullah University of Science and Technology

Volume Rendering - Introduction. Markus Hadwiger Visual Computing Center King Abdullah University of Science and Technology Volume Rendering - Introduction Markus Hadwiger Visual Computing Center King Abdullah University of Science and Technology Volume Visualization 2D visualization: slice images (or multi-planar reformation:

More information

Interactive Computer Graphics A TOP-DOWN APPROACH WITH SHADER-BASED OPENGL

Interactive Computer Graphics A TOP-DOWN APPROACH WITH SHADER-BASED OPENGL International Edition Interactive Computer Graphics A TOP-DOWN APPROACH WITH SHADER-BASED OPENGL Sixth Edition Edward Angel Dave Shreiner Interactive Computer Graphics: A Top-Down Approach with Shader-Based

More information

Programmable Shaders for Deformation Rendering

Programmable Shaders for Deformation Rendering Programmable Shaders for Deformation Rendering Carlos D. Correa, Deborah Silver Rutgers, The State University of New Jersey Motivation We present a different way of obtaining mesh deformation. Not a modeling,

More information

Fast Volume Rendering Using a Shear-Warp Factorization of the Viewing Transformation

Fast Volume Rendering Using a Shear-Warp Factorization of the Viewing Transformation Fast Volume Rendering Using a Shear-Warp Factorization of the Viewing Transformation Philippe Lacroute Computer Systems Laboratory Stanford University Marc Levoy Computer Science Department Stanford University

More information

The Voxel-Sweep: A Boundary-Based Algorithm for Object Segmentation and Connected-Components Detection

The Voxel-Sweep: A Boundary-Based Algorithm for Object Segmentation and Connected-Components Detection The Voxel-Sweep: A Boundary-Based Algorithm for Object Segmentation and Connected-Components Detection Itay Cohen, Dan Gordon Dept. of Computer Science University of Haifa Haifa 3905, Israel Email: {icohen6,

More information

Wavelet-based Texture Segmentation: Two Case Studies

Wavelet-based Texture Segmentation: Two Case Studies Wavelet-based Texture Segmentation: Two Case Studies 1 Introduction (last edited 02/15/2004) In this set of notes, we illustrate wavelet-based texture segmentation on images from the Brodatz Textures Database

More information

Adaptive Volume Rendering using Fuzzy Logic Control

Adaptive Volume Rendering using Fuzzy Logic Control Adaptive Volume Rendering using Fuzzy Logic Control Xinyue Li and Han-Wei Shen Department of Computer and Information Science The Ohio State University Columbus, Ohio 43210 USA E-mail: xli@cis.ohio-state.edu

More information

Open Topology: A Toolkit for Brain Isosurface Correction

Open Topology: A Toolkit for Brain Isosurface Correction Open Topology: A Toolkit for Brain Isosurface Correction Sylvain Jaume 1, Patrice Rondao 2, and Benoît Macq 2 1 National Institute of Research in Computer Science and Control, INRIA, France, sylvain@mit.edu,

More information

Scanning Real World Objects without Worries 3D Reconstruction

Scanning Real World Objects without Worries 3D Reconstruction Scanning Real World Objects without Worries 3D Reconstruction 1. Overview Feng Li 308262 Kuan Tian 308263 This document is written for the 3D reconstruction part in the course Scanning real world objects

More information

3D Geometry and Camera Calibration

3D Geometry and Camera Calibration 3D Geometry and Camera Calibration 3D Coordinate Systems Right-handed vs. left-handed x x y z z y 2D Coordinate Systems 3D Geometry Basics y axis up vs. y axis down Origin at center vs. corner Will often

More information

Volume Illumination, Contouring

Volume Illumination, Contouring Volume Illumination, Contouring Computer Animation and Visualisation Lecture 0 tkomura@inf.ed.ac.uk Institute for Perception, Action & Behaviour School of Informatics Contouring Scaler Data Overview -

More information

03 - Reconstruction. Acknowledgements: Olga Sorkine-Hornung. CSCI-GA Geometric Modeling - Spring 17 - Daniele Panozzo

03 - Reconstruction. Acknowledgements: Olga Sorkine-Hornung. CSCI-GA Geometric Modeling - Spring 17 - Daniele Panozzo 3 - Reconstruction Acknowledgements: Olga Sorkine-Hornung Geometry Acquisition Pipeline Scanning: results in range images Registration: bring all range images to one coordinate system Stitching/ reconstruction:

More information

Reconstruction of complete 3D object model from multi-view range images.

Reconstruction of complete 3D object model from multi-view range images. Header for SPIE use Reconstruction of complete 3D object model from multi-view range images. Yi-Ping Hung *, Chu-Song Chen, Ing-Bor Hsieh, Chiou-Shann Fuh Institute of Information Science, Academia Sinica,

More information

Morphological Pyramids in Multiresolution MIP Rendering of. Large Volume Data: Survey and New Results

Morphological Pyramids in Multiresolution MIP Rendering of. Large Volume Data: Survey and New Results Morphological Pyramids in Multiresolution MIP Rendering of Large Volume Data: Survey and New Results Jos B.T.M. Roerdink Institute for Mathematics and Computing Science University of Groningen P.O. Box

More information

Modelling a Lamb Hind Leg

Modelling a Lamb Hind Leg Modelling a Lamb Hind Leg Joanne P. Crocombe Ross D. Clarke MIRINZ Food Technology & Research East Street (Ruakura Campus), PO Box 617 HAMILTON, NEW ZEALAND Andrew J. Pullan Department of Engineering Science

More information

Visualizer An implicit surface rendering application

Visualizer An implicit surface rendering application June 01, 2004 Visualizer An implicit surface rendering application Derek Gerstmann - C1405511 MSc Computer Animation NCCA Bournemouth University OVERVIEW OF APPLICATION Visualizer is an interactive application

More information

CHAPTER 1 Graphics Systems and Models 3

CHAPTER 1 Graphics Systems and Models 3 ?????? 1 CHAPTER 1 Graphics Systems and Models 3 1.1 Applications of Computer Graphics 4 1.1.1 Display of Information............. 4 1.1.2 Design.................... 5 1.1.3 Simulation and Animation...........

More information

CS 5630/6630 Scientific Visualization. Volume Rendering III: Unstructured Grid Techniques

CS 5630/6630 Scientific Visualization. Volume Rendering III: Unstructured Grid Techniques CS 5630/6630 Scientific Visualization Volume Rendering III: Unstructured Grid Techniques Unstructured Grids Image-space techniques Ray-Casting Object-space techniques Projected Tetrahedra Hybrid Incremental

More information

Improving progressive view-dependent isosurface propagation

Improving progressive view-dependent isosurface propagation Computers & Graphics 26 (2002) 209 218 Visualization of very Large Datasets Improving progressive view-dependent isosurface propagation Zhiyan Liu*, Adam Finkelstein, Kai Li Department of Computer Science,

More information

Modelling and Rendering Graphics Scenes Composed of Multiple Volumetric Datasets

Modelling and Rendering Graphics Scenes Composed of Multiple Volumetric Datasets Volume 18 (1999 ), number 2 pp. 159 171 COMPUTER GRAPHICS forum Modelling and Rendering Graphics Scenes Composed of Multiple Volumetric Datasets Adrian Leu and Min Chen Department of Computer Science,

More information