We propose the use of textured splats as the basic display primitives for an open surface fire model. The high-detail textures help to achieve a smooth boundary of the fire and gain the small-scale turbulence appearan...
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We propose the use of textured splats as the basic display primitives for an open surface fire model. The high-detail textures help to achieve a smooth boundary of the fire and gain the small-scale turbulence appearance. We utilize the Lattice Boltzmann Model (LBM) to simulate physically-based equations describing the fire evolution and its interaction with the environment (e.g., obstacles, wind and temperature). The property of fuel and non-burning objects are defined on the lattice of the computation domain. A temperature field is also incorporated to model the generation of smoke from the fire due to incomplete combustion. The linear and local characteristics of the LBM enable us to accelerate the computation with graphics hardware to reach real-time simulation speed, while the texture splat primitives enable interactive rendering frame rates.
4D datasets, such as time-varying datasets, usually come on 4D Cartesian Cubic (CC) grids. In this paper, we explore the use of 4D Body centered Cubic (BCC) grids to provide a more efficient sampling lattice. We use t...
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4D datasets, such as time-varying datasets, usually come on 4D Cartesian Cubic (CC) grids. In this paper, we explore the use of 4D Body centered Cubic (BCC) grids to provide a more efficient sampling lattice. We use this lattice in conjunction with a point-based renderer that further reduces the data into an RLE-encoded list of relevant points. We achieve compression ranging from 50 to 80% in our experiments. Our 4D visualization approach follows the hyperslice paradigm: the user first specifies a 4D slice to extract a 3D volume, which is then viewed using a regular point-based full volume renderer. The slicing of a 4D BCC volume yields a 3D BCC volume, which theoretically has 70% of the datapoints of an equivalent CC volume. We reach compressions close to this in practice. The visual quality of the rendered BCC volume is virtually identical with that obtained from the equivalent CC volume, at 70-80% of the CC grid rendering time. Finally, we also describe a 3.5D visualization approach that uses motion blur to indicate the transition of objects along the dimension orthogonal to the extracted hyperslice in one still image. Our approach uses interleaved rendering of a motion volume and the current iso-surface volume to acid the motion blurring effect with proper occlusion and depth relationships.
This paper describes a software-based method for interactive transfer function modification. Our approach exploits the fact that, in general, a user will rarely want to modify the viewpoint and the transfer functions ...
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This paper describes a software-based method for interactive transfer function modification. Our approach exploits the fact that, in general, a user will rarely want to modify the viewpoint and the transfer functions at the same time. In that spirit, we optimize the latter by first fixing the viewpoint and then storing a list of pre-shaded, but uncolored, samples along each ray. Then, each time the RGBA transfer function is modified, the algorithm traverses the sample lists, colors the samples, and composites them along each ray until full opacity is reached. Since neither the expensive sample interpolation nor the shading are no longer necessary, we can obtain near-interactive framerates for a variety of datasets.
We propose the use of textured splats as the basic display primitives for an open surface fire model. The high-detail textures help to achieve a smooth boundary of the fire and gain the small-scale turbulence appearan...
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We propose the use of textured splats as the basic display primitives for an open surface fire model. The high-detail textures help to achieve a smooth boundary of the fire and gain the small-scale turbulence appearance. We utilize the Lattice Boltzmann Model (LBM) to simulate physically-based equations describing the fire evolution and its interaction with the environment (e.g., obstacles, wind and temperature). The property of fuel and non-burning objects are defined on the lattice of the computation domain. A temperature field is also incorporated to model the generation of smoke from the fire due to incomplete combustion. The linear and local characteristics of the LBM enable us to accelerate the computation with graphics hardware to reach real-time simulation speed, while the texture splat primitives enable interactive rendering frame rates.
Texture-mapping hardware has been successfully exploited for volume rendering. In this paper, we propose algorithms for texture-based volume rendering accelerated by texture hulls that avoid the transferring and compo...
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Texture-mapping hardware has been successfully exploited for volume rendering. In this paper, we propose algorithms for texture-based volume rendering accelerated by texture hulls that avoid the transferring and compositing of empty voxels. We have developed methods that efficiently find all the bounding rectangles of the nonempty regions as well as the bounding contours that more accurately describe the borders of the non-empty regions. The bounding shapes are treated as the hulls of the non-empty sub-textures. Texels outside the hulls are skipped for storing and rendering. With our accelerations, the rendering speed is 2 to 12 times faster for a variety of data sets.
The Relativistic Heavy Ion Collider (RHIC) experiment at the Brookhaven National Lab is designed to study how the universe came into being. It is believed that after the Big Bang, the universe expanded and cooled, con...
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The Relativistic Heavy Ion Collider (RHIC) experiment at the Brookhaven National Lab is designed to study how the universe came into being. It is believed that after the Big Bang, the universe expanded and cooled, consisting of a soup of quarks, gluons, electrons and neutrinos. As the temperature lowered, electrons combined with protons and formed neutral atoms. Later, clouds of atoms contracted into stars. In this paper, we describe how techniques of volume rendering and information visualization are used to visualize the large particle track data set generated from this high energy physics experiment. The system, called TrackVis, is based on our earlier work of VolVis - Volume visualization software. Example images of real particle collision data are shown, which are helpful to physicists in investigating the behavior of strongly interacting matter at raga energy density.
A biomechanical model of the breast was studied. The shapes of breast were studied under various loading conditions. The model is composed of two tissue components the skin and the fat. It was found that the model is ...
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A biomechanical model of the breast was studied. The shapes of breast were studied under various loading conditions. The model is composed of two tissue components the skin and the fat. It was found that the model is capable of handling large deformations under gravity loading.
Presents an interactive stereoscopic rendering algorithm of voxel-based terrain. It provides unambiguous depth information of a terrain scene by generating perspective images for a pair of eyes with a horizontal paral...
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Presents an interactive stereoscopic rendering algorithm of voxel-based terrain. It provides unambiguous depth information of a terrain scene by generating perspective images for a pair of eyes with a horizontal parallax. The left-eye image is generated using a fast ray-casting algorithm accelerated by exploiting a specific ray coherence method in the voxel-based terrain scene. The right-eye image is obtained by exploiting the frame coherence between the two views. Most of the pixel values are directly obtained from the left image by re-projection. The remaining pixels are computed by ray casting, which is further accelerated with ray coherence. An A-buffer is employed to reduce the image error caused by re-projection to non-integer pixel locations. Image-based task partitioning schemes are explored to effectively parallelize our algorithm on a multiprocessor.
We propose a novel approach for segmentation and digital cleansing of endoscopic organs. Our method can be used for a variety of segmentation needs with little or no modification. It aims at fulfilling the dual and of...
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We propose a novel approach for segmentation and digital cleansing of endoscopic organs. Our method can be used for a variety of segmentation needs with little or no modification. It aims at fulfilling the dual and often conflicting requirements of a fast and accurate segmentation and also eliminates the undesirable partial volume effect which contemporary approaches cannot. For segmentation and digital cleansing, we use the peculiar characteristics exhibited by the intersection of any two distinct-intensity regions. To detect these intersections we cast rays through the volume, which we call the segmentation rays as they assist in the segmentation. We then associate a certain task of reconstruction and classification with each intersection the ray detects. We further use volumetric contrast enhancement to reconstruct surface lost by segmentation (if any), which aids in improving the quality of the volume rendering.
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