We present a simple, linear 3D cellular automata approach for animating the melting process of solid volumetric models. Accurate modelling of object melting usually requires complicated physical simulations of heat tr...
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We present a simple, linear 3D cellular automata approach for animating the melting process of solid volumetric models. Accurate modelling of object melting usually requires complicated physical simulations of heat transfer and phase transition from solid to liquid. Instead, we propose a simplified model to describe the melting behaviors of highly viscous objects, such as wax, lava, plastic, metal and chocolate. We simulate the process by which a volumetric solid transforms into a viscous liquid as the amount of heat it accumulates on its surface reaches a certain temperature. We then animate smooth fluid behavior using a cellular automata. The dynamic volume data is rendered directly on texture mapping hardware to achieve an interactive speed.
We explore real time volume rendering of multichannel data for volumes with color and multimodal information. We demonstrate volume rendering of the visible human male color dataset and photorealistic rendering of vox...
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We explore real time volume rendering of multichannel data for volumes with color and multimodal information. We demonstrate volume rendering of the visible human male color dataset and photorealistic rendering of voxelized terrains, and achieve high quality visualizations. We render multimodal volumes utilizing hardware programmability for accumulation level mixing, and use CT and MRI information as examples. We also use multiboard parallel/distributed rendering schemes for large datasets and investigate scalability issues. We employ the VolumePro 1000 for real time multichannel volume rendering. Our approach, however, is not hardware-specific and can use commodity texture hardware instead.
We present a novel surface reconstruction algorithm which can directly reconstruct surfaces with different levels of smoothness in one framework from height fields using 3D discrete grid ray tracing. Our algorithm exp...
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We present a novel surface reconstruction algorithm which can directly reconstruct surfaces with different levels of smoothness in one framework from height fields using 3D discrete grid ray tracing. Our algorithm exploits the 2.5D nature of the elevation data and the regularity of the rectangular grid from which the height field surface is sampled. Based on this reconstruction method, we also develop a hybrid rendering method which has the features of both rasterization and ray tracing. This hybrid method is designed to take advantage of GPUs newly available flexibility and processing power.
Currently, there is no reliable method to accurately predict the outcome of breast reconstruction for an individual patient prior to surgery. To address this limitation, we are developing a simulation system capable o...
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Currently, there is no reliable method to accurately predict the outcome of breast reconstruction for an individual patient prior to surgery. To address this limitation, we are developing a simulation system capable of rendering patient-specific predictions of the post-operative breast shape. Such a system for the planning of breast reconstructive surgery will greatly enhance patient prognosis. In this paper, we present our computer simulations representing the reconstructed breast using idealized and realistic geometric models.
We introduce a general technique for "colorizing" greyscale images by transferring color between a source, color image and a destination, greyscale image. Although the general problem of adding chromatic val...
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ISBN:
(纸本)9781581135213
We introduce a general technique for "colorizing" greyscale images by transferring color between a source, color image and a destination, greyscale image. Although the general problem of adding chromatic values to a greyscale image has no exact, objective solution, the current approach attempts to provide a method to help minimize the amount of human labor required for this task. Rather than choosing RGB colors from a palette to color individual components, we transfer the entire color "mood" of the source to the target image by matching luminance and texture information between the images. We choose to transfer only chromatic information and retain the original luminance values of the target image. Further, the procedure is enhanced by allowing the user to match areas of the two images with rectangular swatches. We show that this simple technique can be successfully applied to a variety of images and video, provided that texture and luminance are sufficiently distinct. The images generated demonstrate the potential and utility of our technique in a diverse set of application domains.
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.
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