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322
FAST VOLUME RENDERING USING A SHEARWARP FACTORIZATION OF THE VIEWING TRANSFORMATION
, 1995
"... Volume rendering is a technique for visualizing 3D arrays of sampled data. It has applications in areas such as medical imaging and scientific visualization, but its use has been limited by its high computational expense. Early implementations of volume rendering used bruteforce techniques that req ..."
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Cited by 542 (2 self)
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Volume rendering is a technique for visualizing 3D arrays of sampled data. It has applications in areas such as medical imaging and scientific visualization, but its use has been limited by its high computational expense. Early implementations of volume rendering used bruteforce techniques that require on the order of 100 seconds to render typical data sets on a workstation. Algorithms with optimizations that exploit coherence in the data have reduced rendering times to the range of ten seconds but are still not fast enough for interactive visualization applications. In this thesis we present a family of volume rendering algorithms that reduces rendering times to one second. First we present a scanlineorder volume rendering algorithm that exploits coherence in both the volume data and the image. We show that scanlineorder algorithms are fundamentally more efficient than commonlyused ray casting algorithms because the latter must perform analytic geometry calculations (e.g. intersecting rays with axisaligned boxes). The new scanlineorder algorithm simply streams through the volume and the image in storage order. We describe variants of the algorithm for both parallel and perspective projections and
Poisson Surface Reconstruction
, 2006
"... We show that surface reconstruction from oriented points can be cast as a spatial Poisson problem. This Poisson formulation considers all the points at once, without resorting to heuristic spatial partitioning or blending, and is therefore highly resilient to data noise. Unlike radial basis function ..."
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Cited by 369 (5 self)
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We show that surface reconstruction from oriented points can be cast as a spatial Poisson problem. This Poisson formulation considers all the points at once, without resorting to heuristic spatial partitioning or blending, and is therefore highly resilient to data noise. Unlike radial basis function schemes, our Poisson approach allows a hierarchy of locally supported basis functions, and therefore the solution reduces to a well conditioned sparse linear system. We describe a spatially adaptive multiscale algorithm whose time and space complexities are proportional to the size of the reconstructed model. Experimenting with publicly available scan data, we demonstrate reconstruction of surfaces with greater detail than previously achievable.
Dual Contouring of Hermite Data
, 2002
"... This paper describes a new method for contouring a signed grid whose edges are tagged by Hermite data (exact intersection points and normals). This method avoids the need to explicitly identify and process "features" as required in previous Hermite contouring methods. We extend this contou ..."
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Cited by 258 (15 self)
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This paper describes a new method for contouring a signed grid whose edges are tagged by Hermite data (exact intersection points and normals). This method avoids the need to explicitly identify and process "features" as required in previous Hermite contouring methods. We extend this contouring method to the case of multisigned functions and demonstrate how to model textured contours using multisigned functions. Using a new, numerically stable representation for quadratic error functions, we develop an octreebased method for simplifying these contours and their textured regions. We next extend our contouring method to these simplified octrees. This new method imposes no constraints on the octree (such as being a restricted octree) and requires no "crack patching". We conclude with a simple test for preserving the topology of both the contour and its textured regions during simplification.
A near optimal isosurface extraction algorithm using the span space.
 IEEE Transactions on Visualization and Computer Graphics
, 1996
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Computing Contour Trees in All Dimensions
, 1999
"... We show that contour trees can be computed in all dimensions by a simple algorithm that merges two trees. Our algorithm extends, simplifies, and improves work of Tarasov and Vyalyi and of van Kreveld et al. ..."
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Cited by 159 (9 self)
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We show that contour trees can be computed in all dimensions by a simple algorithm that merges two trees. Our algorithm extends, simplifies, and improves work of Tarasov and Vyalyi and of van Kreveld et al.
Fast Isocontouring for Improved Interactivity
 In Proceedings of 1996 Symposium on Volume Visualization
, 1996
"... We present an isocontouringalgorithm which is nearoptimal for realtime interaction and modification of isovalues in large datasets. A preprocessing step selects a subset S of the cells which are considered as seed cells. Given a particular isovalue, all cells in S which intersect the given isocont ..."
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Cited by 126 (34 self)
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We present an isocontouringalgorithm which is nearoptimal for realtime interaction and modification of isovalues in large datasets. A preprocessing step selects a subset S of the cells which are considered as seed cells. Given a particular isovalue, all cells in S which intersect the given isocontour are extracted using a highperformance range search. Each connected component is swept out using a fast isocontour propagation algorithm. The computational complexity for the repeated action of seed point selection and isocontour propagation is O(logn 0 + k), where n 0 is the size of S and k is the size of the output. In the worst case, n 0 = O(n), where n is the number of cells, while in practical cases, n 0 is smaller than n by one to two orders of magnitude. The general case of seed set construction for a convex complex of cells is described, in addition to a specialized algorithm suitable for meshes of regular topology, including rectilinear and curvilinear meshes. Keyword...
Speeding up isosurface extraction using interval trees
 IEEE Transactions on Visualization and Computer Graphics
, 1997
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OctreeBased Decimation of Marching Cubes Surfaces
, 1996
"... The Marching Cubes (MC) algorithm is a commonly used method for generating isosurfaces. The MC algorithm also generates an excessively large number of triangles to represent an isosurface. Generating many triangles increases the rendering time which is directly proportional to the number of triangle ..."
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Cited by 121 (0 self)
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The Marching Cubes (MC) algorithm is a commonly used method for generating isosurfaces. The MC algorithm also generates an excessively large number of triangles to represent an isosurface. Generating many triangles increases the rendering time which is directly proportional to the number of triangles. This paper presents a decimation method to reduce the number of triangles generated by the MC algorithm. Decimation is carried out within the framework of the MC algorithm before creating a large number of triangles. Four major steps comprise the reported implementation of the algorithm: a) surface tracking, b) merging, c) crack patching, and d) triangulation. Surface tracking is an enhanced implementation of the MC algorithm. Starting from a seed point, the surface tracker visits only those cells likely to compose part of the desired isosurface. This results in up to approximately 80% computational saving The cells making up the extracted surface are stored in an octree that is further p...
Interactive ray tracing for volume visualization
 IEEE Transactions on Visualization and Computer Graphics
, 1999
"... AbstractWe present a bruteforce ray tracing system for interactive volume visualization, The system runs on a conventional (distributed) sharedmemory multiprocessor machine. For each pixel we trace a ray through a volume to compute the color for that pixel. Although this method has high intrinsic ..."
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Cited by 120 (26 self)
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AbstractWe present a bruteforce ray tracing system for interactive volume visualization, The system runs on a conventional (distributed) sharedmemory multiprocessor machine. For each pixel we trace a ray through a volume to compute the color for that pixel. Although this method has high intrinsic computational cost, its simplicity and scalability make it ideal for large datasets on current highend parallel systems. To gain efficiency several optimizations are used including a volume bricking scheme and a shallow data hierarchy. These optimizations are used in three separate visualization algorithms: isosurfacing of rectilinear data, isosurfacing of unstructured data, and maximumintensity projection on rectilinear data. The system runs interactively (i.e., several frames per second) on an SGI Reality Monster. The graphics capabilities of the Reality Monster are used only for display of the final color image. Index TermsRay tracing, visualization, isosurface, maximumintensity projection.
SemiRegular Mesh Extraction from Volumes
, 2000
"... We present a novel method to extract isosurfaces from distance volumes. It generates high quality semiregular multiresolution meshes of arbitrary topology. Our technique proceeds in two stages. First, a very coarse mesh with guaranteed topology is extracted. Subsequently an iterative multiscale f ..."
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Cited by 104 (13 self)
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We present a novel method to extract isosurfaces from distance volumes. It generates high quality semiregular multiresolution meshes of arbitrary topology. Our technique proceeds in two stages. First, a very coarse mesh with guaranteed topology is extracted. Subsequently an iterative multiscale forcebased solver refines the initial mesh into a semiregular mesh with geometrically adaptive sampling rate and good aspect ratio triangles. The coarse mesh extraction is performed using a new approach we call surface wavefront propagation. A set of discrete isodistance ribbons are rapidly built and connected while respecting the topology of the isosurface implied by the data. Subsequent multiscale refinement is driven by a simple forcebased solver designed to combine good isosurface fit and high quality sampling through reparameterization. In contrast to the Marching Cubes technique our output meshes adapt gracefully to the isosurface geometry, have a natural multiresolution structure and good aspect ratio triangles, as demonstrated with a number of examples.