We present a novel presence acceleration for volumetric ray casting. A highly accurate estimation for object presence is obtained by projecting all grid cells associated with the object boundary on the image plane. Me...
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ISBN:
(纸本)078035897X
We present a novel presence acceleration for volumetric ray casting. A highly accurate estimation for object presence is obtained by projecting all grid cells associated with the object boundary on the image plane. Memory space and access time are reduced by run-length encoding of the boundary cells, while boundary cell projection time is reduced by exploiting projection templates and multiresolution volumes. Efforts have also been made towards a fast perspective projection as well as interactive classification. We further present task partitioning schemes for effective parallelization of both boundary cell projection and ray traversal procedures. Good load balancing has been reached by taking full advantage of both the optimizations in the serial rendering algorithm and shared-memory architecture. Our experimental results on a 16-processor SGI Power Challenge have shown interactive rendering rates for 256/sup 3/ volumetric data sets at 10-30 Hz. We describe the theory and implementation of our algorithm, and shows its superiority over the shear-warp factorization approach.
We present a novel presence acceleration for volumetric ray casting. A highly accurate estimation for object presence is obtained by projecting all grid cells associated with the object boundary on the image plane. Me...
详细信息
ISBN:
(纸本)9780780358973
We present a novel presence acceleration for volumetric ray casting. A highly accurate estimation for object presence is obtained by projecting all grid cells associated with the object boundary on the image plane. Memory space and access time are reduced by run-length encoding of the boundary cells, while boundary cell projection time is reduced by exploiting projection templates and multiresolution volumes. Efforts have also been made towards a fast perspective projection as well as interactive classification. We further present task partitioning schemes for effective parallelization of both boundary cell projection and ray traversal procedures. Good load balancing has been reached by taking full advantage of both the optimizations in the serial rendering algorithm and shared-memory architecture. Our experimental results on a 16-processor SGI Power Challenge have shown interactive rendering rates for 2563 volumetric data sets at 10 - 30 Hz. This paper describes the theory and implementation of our algorithm, and shows its superiority over the shear-warp factorization approach.
This paper presents a voxel-based biomechanical model for muscle deformation using finite element method (FEM) and volume graphics. Hierarchical voxel meshes are reconstructed from filtered segmented muscle images fol...
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This paper presents a voxel-based biomechanical model for muscle deformation using finite element method (FEM) and volume graphics. Hierarchical voxel meshes are reconstructed from filtered segmented muscle images followed by FEM simulation and volume rendering. Physiological muscle force is considered and linear elastic muscle models for both static and dynamic cases are simulated by FEM. Voxel-based wireframe, polygon surface rendering, and volume rendering techniques are applied to show real-time muscle deformation processes as well as realistic animations.
We present a method to accurately and efficiently perform perspective volumetric ray casting of uniform regular datasets, called Exponential-Region (ER) Perspective. Unlike previous methods which undersample, oversamp...
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We present a method to accurately and efficiently perform perspective volumetric ray casting of uniform regular datasets, called Exponential-Region (ER) Perspective. Unlike previous methods which undersample, oversample, or approximate the data, our method near uniformly samples the data throughout the viewing volume. In addition, it gains algorithmic advantages from a regular sampling pattern and cache-coherent read access, making it an algorithm well suited for implementation on hardware architectures for volume rendering. We qualify the algorithm by its filtering characteristics and demonstrate its effectiveness by contrasting its antialiasing quality and timing with other perspective ray casting methods.
The authors analyze different filters used for the voxelization of analytically described objects. They show that, when the voxel model is used for visualization, the filter design is related to the subsequent renderi...
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The authors analyze different filters used for the voxelization of analytically described objects. They show that, when the voxel model is used for visualization, the filter design is related to the subsequent rendering phase, namely the gradient estimation technique. The theoretical and experimental analyses show that, in order to avoid a systematic error in normal estimation, the density profile near the surface should be linearly proportional to the distance from the surface. Optimal thickness of this transient region has been estimated to be about 3 voxel units. Based on these results, they propose a technique for voxelization of arbitrary parametric surfaces, using a hierarchical subdivision of the 2D surface domain.
The paper presents a voxel-based animation technique which employs either a mass-spring model or a finite element model. Two volumetric objects, a voxelized chair and a scanned muscle, are used as case studies with th...
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The paper presents a voxel-based animation technique which employs either a mass-spring model or a finite element model. Two volumetric objects, a voxelized chair and a scanned muscle, are used as case studies with the two different models. The mass-spring model is used to show an animation sequence of a falling and bouncing chair: wireframe display and volume rendering are used to display a real-time animation of the process. In addition, a real-time simulation is carried out by the finite element method (FEM) of a voxel-based multi-resolution muscle mesh. Two techniques, a direct integration and a simplified modal analysis method are discussed in the context of applying FEM for muscle deformation. Local deformation optimization with modal analysis for higher resolution muscle volumetric animation, which allows accurate prediction of muscle deformation changes, has been used. Physiological muscle force has been considered and a biomechanically-based 3D FEM muscle model has been implemented. Realistic animations have been produced based on the FEM simulation with various graphics techniques.
We present an efficient and robust ray-casting algorithm for directly rendering a curvilinear volume of arbitrarily-shaped cells. We designed the algorithm to alleviate the consumption of CPU power and memory space. B...
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We present an efficient and robust ray-casting algorithm for directly rendering a curvilinear volume of arbitrarily-shaped cells. We designed the algorithm to alleviate the consumption of CPU power and memory space. By incorporating the essence of the projection paradigm into the ray-casting process, we have successfully accelerated the ray traversal through the grid and data interpolations at sample points. Our algorithm also overcomes the conventional limitation requiring the cells to be convex. Application of this algorithm to several commonly-used curvilinear data sets has produced a favorable performance when compared with recently reported algorithms.
The authors present a multiresolution framework, called Multi-Tetra framework, that approximates volume data with different levels-of-detail tetrahedra. The framework is generated through a recursive subdivision of th...
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The authors present a multiresolution framework, called Multi-Tetra framework, that approximates volume data with different levels-of-detail tetrahedra. The framework is generated through a recursive subdivision of the volume data and is represented by binary trees. Instead of using a certain level of the Multi-Tetra framework for approximation, an error-based model (EBM) is generated by recursively fusing a sequence of tetrahedra from different levels of the Multi-Tetra framework. The EBM significantly reduces the number of voxels required to model an object, while preserving the original topology. The approach provides continuous distribution of rendered intensity or generated isosurfaces along boundaries of different levels-of-detail thus solving the crack problem. The model supports typical rendering approaches, such as marching cubes, direct volume projection, and splatting. Experimental results demonstrate the strengths of the approach.
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