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542
Semi-Automatic Generation of Transfer Functions for Direct Volume Rendering
- In IEEE Symposium on Volume Visualization
, 1998
"... Although direct volume rendering is a powerful tool for visualizing complex structures within volume data, the size and complexity of the parameter space controlling the rendering process makes generating an informative rendering challenging. In particular, the specification of the transfer function ..."
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Cited by 290 (7 self)
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Although direct volume rendering is a powerful tool for visualizing complex structures within volume data, the size and complexity of the parameter space controlling the rendering process makes generating an informative rendering challenging. In particular, the specification of the transfer function --- the mapping from data values to renderable optical properties --- is frequently a time-consuming and unintuitive task. Ideally, the data being visualized should itself suggest an appropriate transfer function that brings out the features of interest without obscuring them with elements of little importance. We demonstrate that this is possible for a large class of scalar volume data, namely that where the regions of interest are the boundaries between different materials. A transfer function which makes boundaries readily visible can be generated from the relationship between three quantities: the data value and its first and second directional derivatives along the gradient direction. ...
High-Quality Pre-Integrated Volume Rendering Using Hardware-Accelerated Pixel Shading
, 2001
"... We introduce a novel texture-based volume rendering approach that achieves the image quality of the best post-shading approaches with far less slices. It is suitable for new flexible consumer graphics hardware and provides high image quality even for low-resolution volume data and non-linear transfe ..."
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Cited by 246 (22 self)
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We introduce a novel texture-based volume rendering approach that achieves the image quality of the best post-shading approaches with far less slices. It is suitable for new flexible consumer graphics hardware and provides high image quality even for low-resolution volume data and non-linear transfer functions with high frequencies, without the performance overhead caused by rendering additional interpolated slices. This is especially useful for volumetric effects in computer games and professional scientific volume visualization, which heavily depend on memory bandwidth and rasterization power.
Multi-Dimensional Transfer Functions for Volume Rendering
, 2004
"... Direct volume-rendering has proven to be an effective and flexible visualization method for 3D scalar fields. Transfer functions are fundamental ..."
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Cited by 221 (18 self)
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Direct volume-rendering has proven to be an effective and flexible visualization method for 3D scalar fields. Transfer functions are fundamental
The VolumePro Real-Time Ray-Casting System
, 1999
"... This paper describes VolumePro, the world's first single-chip realtime volume rendering system for consumer PCs. VolumePro implements ray-casting with parallel slice-by-slice processing. Our discussion of the architecture focuses mainly on the rendering pipeline and the memory organization. Vol ..."
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Cited by 194 (10 self)
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This paper describes VolumePro, the world's first single-chip realtime volume rendering system for consumer PCs. VolumePro implements ray-casting with parallel slice-by-slice processing. Our discussion of the architecture focuses mainly on the rendering pipeline and the memory organization. VolumePro has hardware for gradient estimation, classification, and per-sample Phong illumination. The system does not perform any pre-processing and makes parameter adjustments and changes to the volume data immediately visible. We describe several advanced features of VolumePro, such as gradient magnitude modulation of opacity and illumination, supersampling, cropping and cut planes. The system renders 500 million interpolated, Phong illuminated, composited samples per second. This is sufficient to render volumes with up to 16 million voxels (e.g., 256 3 ) at 30 frames per second. CR Categories: B.4.2 [Hardware]: Input/Output and Data Communications---Input/Output DevicesImage display; C.3 [Com...
3D multi-scale line filter for segmentation and visualization of curvilinear structures in medical images
- In Proc. 1st Joint Conf. on CVRMed and MRCAS (CVRMed/MRCAS’97
, 1997
"... visualization of curvilinear structures in medical images ..."
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Cited by 191 (8 self)
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visualization of curvilinear structures in medical images
Interactive Volume Rendering Using Multi-Dimensional Transfer Functions and Direct Manipulation Widgets
, 2001
"... Most direct volume renderings produced today employ one-dimensional transfer functions, which assign color and opacity to the volume based solely on the single scalar quantity which comprises the dataset. Though they have not received widespread attention, multi-dimensional transfer functions are a ..."
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Cited by 180 (10 self)
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Most direct volume renderings produced today employ one-dimensional transfer functions, which assign color and opacity to the volume based solely on the single scalar quantity which comprises the dataset. Though they have not received widespread attention, multi-dimensional transfer functions are a very effective way to extract specific material boundaries and convey subtle surface properties. However, identifying good transfer functions is difficult enough in one dimension, let alone two or three dimensions. This paper demonstrates an important class of three-dimensional transfer functions for scalar data (based on data value, gradient magnitude, and a second directional derivative), and describes a set of direct manipulation widgets which make specifying such transfer functions intuitive and convenient. We also describe how to use modern graphics hardware to interactively render with multi-dimensional transfer functions. The transfer functions, widgets, and hardware combine to form a powerful system for interactive volume exploration.
Curvature-based transfer functions for direct volume rendering: Methods and applications
- In Proceedings of IEEE Visualization 2003
, 2003
"... Figure 1: Volume renderings of a 64 3 synthetic volume with four different curvature measures. Left to right: first principal curvature κ ..."
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Cited by 157 (11 self)
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Figure 1: Volume renderings of a 64 3 synthetic volume with four different curvature measures. Left to right: first principal curvature κ
Interactive Volume Rendering on Standard PC Graphics Hardware Using Multi-Textures and Multi-Stage Rasterization
, 2000
"... Interactive direct volume rendering has yet been restricted to high-end graphics workstations and special-purpose hardware, due to the large amount of trilinear interpolations, that are necessary to obtain high image quality. Implementations that use the 2D-texture capabilities of standard PC hardwa ..."
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Cited by 155 (24 self)
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Interactive direct volume rendering has yet been restricted to high-end graphics workstations and special-purpose hardware, due to the large amount of trilinear interpolations, that are necessary to obtain high image quality. Implementations that use the 2D-texture capabilities of standard PC hardware, usually render object-aligned slices in order to substitute trilinear by bilinear interpolation. However the resulting images often contain visual artifacts caused by the lack of spatial interpolation. In this paper we propose new rendering techniques that signi cantly improve both performance and image quality of the 2D-texture based approach. We will show how multi-texturing capabilities of modern consumer PC graphics boards are exploited to enable interactive high quality volume visualization on low-cost hardware. Furthermore we demonstrate how multi-stage rasterization hardware can be used to eciently render shaded isosurfaces and to compute di use illumination for semi-transparent v...
Modeling and Rendering of Weathered Stone
- SIGGRAPH'99
, 1999
"... Stone is widespread in its use as a building material and artistic medium. One of its most remarkable qualities is that it changes appearance as it interacts with the environment. These changes are mainly confined to the surface but involve complex volumetric effects such as erosion and mineral diss ..."
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Cited by 110 (11 self)
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Stone is widespread in its use as a building material and artistic medium. One of its most remarkable qualities is that it changes appearance as it interacts with the environment. These changes are mainly confined to the surface but involve complex volumetric effects such as erosion and mineral dissolution. This paper presents an approach for the modeling and rendering of changes in the shape and appearance of stone. To represent stone, we introduce a slab data structure, which is a surface-aligned volume confined to a narrow region around the boundary of the stone. Our weathering model employs a simulation of the flow of moisture and the transport, dissolution, and recrystallization of minerals within the porous stone volume. In addition, this model governs the erosion of material from the surface. To render the optical effects of translucency and coloration due to the composition of minerals near the surface, we simulate the scattering of light inside the stone using a general subsurface Monte Carlo ray tracer. These techniques can capture many aspects of the time-dependent appearance of stone. We demonstrate the approach with models of granite and marble statues, as well as a sandstone column.
Surface Splatting
, 2001
"... Abstract—In this paper, we present a framework for high quality splatting based on elliptical Gaussian kernels. To avoid aliasing artifacts, we introduce the concept of a resampling filter, combining a reconstruction kernel with a low-pass filter. Because of the similarity to Heckbert’s EWA (ellipti ..."
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Cited by 108 (15 self)
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Abstract—In this paper, we present a framework for high quality splatting based on elliptical Gaussian kernels. To avoid aliasing artifacts, we introduce the concept of a resampling filter, combining a reconstruction kernel with a low-pass filter. Because of the similarity to Heckbert’s EWA (elliptical weighted average) filter for texture mapping, we call our technique EWA splatting. Our framework allows us to derive EWA splat primitives for volume data and for point-sampled surface data. It provides high image quality without aliasing artifacts or excessive blurring for volume data and, additionally, features anisotropic texture filtering for point-sampled surfaces. It also handles nonspherical volume kernels efficiently; hence, it is suitable for regular, rectilinear, and irregular volume datasets. Moreover, our framework introduces a novel approach to compute the footprint function, facilitating efficient perspective projection of arbitrary elliptical kernels at very little additional cost. Finally, we show that EWA volume reconstruction kernels can be reduced to surface reconstruction kernels. This makes our splat primitive universal in rendering surface and volume data. Index Terms—Rendering systems, volume rendering, texture mapping, splatting, antialiasing. 1