A new method for the visualization of spatial aligned volumes after 3D/3D image registration is presented in this paper. This work aims at displaying the full information of the multi-volume in the same scene. First, ...
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Nowadays, man can get a great number of 3D data sets from different sources is common in medical diagnosis but how to explore the information contents of these data sets is still a problem. One effective method is wit...
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ISBN:
(纸本)9780769536828
Nowadays, man can get a great number of 3D data sets from different sources is common in medical diagnosis but how to explore the information contents of these data sets is still a problem. One effective method is with computer aid rendering the volume. As the 3D datasets are usually in large scalar, the capability of a single CPU to rendering is not sufficient to achieve interactivity. Direct volume rendering via 3D textures has positioned itself as an efficient tool for the display and visual analysis of volumetric scalar fields. In this paper a rapid texture based volume visualization method is proposed. The method exploits hardware-assisted texture mapping, re-samples volume data, represented as a stack of 3D texture, onto a sampling surface or so called proxy geometry. For each texel of a slice it perform a fetch to the 3D texture and performs fusion and shading using a fragment shader. In order to speed up the rendering, the integration of acceleration techniques to reduce per-fragment operations for texture based volume rendering also will be addressed. At last we demonstrate the effectiveness of our method with several data sets on the GeForce 8800 GTX graphics card. It proved that the proposed method can generate high-quality visual representations of the 3D data sets at interactive rates.
We present an approach for estimating occupancy grids with an emphasis on robotics applications, where collision avoidance and robustness to severe noise are of more importance than high resolution. We build upon prob...
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ISBN:
(纸本)9780769548739
We present an approach for estimating occupancy grids with an emphasis on robotics applications, where collision avoidance and robustness to severe noise are of more importance than high resolution. We build upon probabilistic techniques, typically used in robotics, and techniques based on signed distance fields, typically used in computer vision, to obtain an approach that is robust and also allows probabilistic reasoning on free and occupied space. The uniqueness of our method lies in the use of separate accumulators for positive and negative evidence for the occupancy of each voxel. This enables our representation to capture the uncertainty due to potential conflicts among the measurements instead of allowing contradictory evidence to cancel each other out. We show occupancy grids computed from multi-view stereo inputs on precisely and imprecisely calibrated image sequences. The ground truth that is available with the former dataset allows quantitative evaluation of the performance of our algorithm.
This paper discusses how to provide spatial analysis for XML/GML/SVG based WebGIS. In recognition of current XML/GML/SVG based WebGIS's insufficiency of providing spatial analysis, we focus on two important issues...
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This paper discusses how to provide spatial analysis for XML/GML/SVG based WebGIS. In recognition of current XML/GML/SVG based WebGIS's insufficiency of providing spatial analysis, we focus on two important issues. First, based on the theory of spatial data modeling, we propose a GML/SVG-based spatial information representation model to represent the needed spatial data in GML/SVG on the server/browser side. Furthermore, this paper designs and implements some spatial operators and integrates them into a Spatial Extended SQL (SESQL) to support spatial query and analysis on spatial data which is represented in GML/SVG. This method can greatly improve the functions of current XML/GML/SVG based WebGIS applications, most of which have been only employed for visualization. Finally, this paper designs some case studies. The results of the case studies prove that the suggested method is feasible and operable for providing spatial analysis in XML/GML/SVG based WebGIS.
This book constitutes refereed proceedings of the Third international Workshop on Research and Education in Urban History in the Age of Digital Libraries, UHDL 2023, held in Munich, Germany, during March 27-28, 2023.;...
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ISBN:
(数字)9783031388712
ISBN:
(纸本)9783031388705
This book constitutes refereed proceedings of the Third international Workshop on Research and Education in Urban History in the Age of Digital Libraries, UHDL 2023, held in Munich, Germany, during March 27-28, 2023.;The 15 full papers presented were carefully reviewed and selected from 32 submissions. The papers are organized in the following topical sections: theory, methods, and systematization; data handling and data schemes; machine Learning and artificial Intelligence; visualization and presentation and education.
Virtual Reality (VR) has been used increasingly as a part of VR classroom in which students can explore outside the classroom experiences inside the classroom. However, the instructor is unaware of the students' a...
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In recent years, the development of high techniques in the field of computergraphics, computer vision and images processing has been widely studied and applied in geometric modeling. Especially, in the field of 3D mo...
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This paper concerns the computer-aided process of designing architectural objects in the form of 3D primitive configurations following the general-to-detail principle. Design objects are represented by labeled specifi...
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Modeling fur and hair remains one of the hottest subjects in modern computergraphics. Although some promising techniques to model and render furry and hairy objects were developed in the recent past, and several comm...
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Modeling fur and hair remains one of the hottest subjects in modern computergraphics. Although some promising techniques to model and render furry and hairy objects were developed in the recent past, and several commercial packages are available, the problem still remains very challenging. The article presents a fresh practical technique to model and render fur and hairs, that is applicable for actual animation production process. This is demonstrated using images and videos taken from real, commercially-created animations.
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