Results 1 -
7 of
7
Hardware Assisted Multichannel Volume Rendering
- In Computer Graphics International
, 2003
"... We explore real time volume rendering of multichannel data for volumes with color and multi-modal information. We demonstrate volume rendering of the Visible Human Male color dataset and photo-realistic rendering of voxelized terrains, and achieve high quality visualizations. We render multi-modal v ..."
Abstract
-
Cited by 9 (2 self)
- Add to MetaCart
(Show Context)
We explore real time volume rendering of multichannel data for volumes with color and multi-modal information. We demonstrate volume rendering of the Visible Human Male color dataset and photo-realistic rendering of voxelized terrains, and achieve high quality visualizations. We render multi-modal volumes utilizing hardware programmability for accumulation level mixing, and use CT and MRI information as examples. We also use multi-board parallel/distributed rendering schemes for large datasets and investigate scalability issues. We employ the Volume-Pro 1000 for real time multichannel volume rendering. Our approach, however, is not hardware-specific and can use commodity texture hardware instead.
M.: Ray Tracing Height Fields
- In: Procedings of Computer Graphics International
, 2003
"... 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 rect-angular ..."
Abstract
-
Cited by 6 (0 self)
- Add to MetaCart
(Show Context)
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 rect-angular grid from which the height field surface is sampled. Based on this reconstruction method, we also develop a hy-brid rendering method which has the features of both ras-terization and ray tracing. This hybrid method is designed to take advantage of GPUs newly available flexibility and processing power.
E.: Interactive stereoscopic rendering of volumetric environments
- IEEE Transactions on Visualization and Computer Graphics
"... Abstract—We present an efficient stereoscopic rendering algorithm supporting interactive navigation through large-scale 3D voxel-based environments. In this algorithm, most of the pixel values of the right image are derived from the left image by a fast 3D warping based on a specific stereoscopic pr ..."
Abstract
-
Cited by 3 (0 self)
- Add to MetaCart
(Show Context)
Abstract—We present an efficient stereoscopic rendering algorithm supporting interactive navigation through large-scale 3D voxel-based environments. In this algorithm, most of the pixel values of the right image are derived from the left image by a fast 3D warping based on a specific stereoscopic projection geometry. An accelerated volumetric ray casting then fills the remaining gaps in the warped right image. Our algorithm has been parallelized on a multiprocessor by employing effective task partitioning schemes and achieved a high cache coherency and load balancing. We also extend our stereoscopic rendering to include view-dependent shading and transparency effects. We have applied our algorithm in two virtual navigation systems, flythrough over terrain and virtual colonoscopy, and reached interactive stereoscopic rendering rates of more than 10 frames per second on a 16-processor SGI Challenge. Index Terms—3D voxel-based environment, stereoscopic rendering, ray casting, 3D warping, splatting, antialiasing, virtual flythrough, virtual colonoscopy. 1
Image Based Rendering With Stable Frame Rates
"... Abstract This paper presents an efficient keyframeless image-based rendering technique. An intermediate image is used to exploit the coherences among neighboring frames. The pixels in the intermediate image are first rendered by a ray-casting method and then warped to the intermediate image at the ..."
Abstract
- Add to MetaCart
(Show Context)
Abstract This paper presents an efficient keyframeless image-based rendering technique. An intermediate image is used to exploit the coherences among neighboring frames. The pixels in the intermediate image are first rendered by a ray-casting method and then warped to the intermediate image at the current viewpoint and view direction. We use an offset buffer to record the precise positions of these pixels in the intermediate image. Every frame is generated in three steps: warping the intermediate image onto the frame, filling in holes, and selectively rendering a group of "old" pixels. By dynamically adjusting the number of those "old" pixels in the last step, the workload at every frame can be balanced. The pixels generated by the last two steps makecontributions to the new intermediate image. Unlike occasional keyframes in conventional image-based rendering which need to be totally rerendered, intermediate images only need to be partially updated at every frame. In this way, we guarantee more stable frame rates and more uniform image qualities. The intermediate image can be warped efficiently by a modified incremental 3D warp algorithm. As a specific application, we demonstrate our technique with a voxel-based terrain rendering system.
Abstract Image Based Rendering With Stable Frame Rates
"... This paper presents an efficient keyframeless image-based rendering technique. An intermediate image is used to exploit the coherences among neighboring frames. The pixels in the intermediate image are first rendered by a ray-casting method and then warped to the intermediate image at the current vi ..."
Abstract
- Add to MetaCart
(Show Context)
This paper presents an efficient keyframeless image-based rendering technique. An intermediate image is used to exploit the coherences among neighboring frames. The pixels in the intermediate image are first rendered by a ray-casting method and then warped to the intermediate image at the current viewpoint and view direction. We use an offset buffer to record the precise positions of these pixels in the intermediate image. Every frame is generated in three steps: warping the intermediate image onto the frame, filling in holes, and selectively rendering a group of ”old ” pixels. By dynamically adjusting the number of those ”old ” pixels in the last step, the workload at every frame can be balanced. The pixels generated by the last two steps make contributions to the new intermediate image. Unlike occasional keyframes in conventional image-based rendering which need to be totally rerendered, intermediate images only need to be partially updated at every frame. In this way, we guarantee more stable frame rates and more uniform image qualities. The intermediate image can be warped efficiently by a modified incremental 3D warp algorithm. As a specific application, we demonstrate our technique with a voxel-based terrain rendering system. Keywords: Image-based rendering, ray casting, voxel-based modeling, terrain rendering. 1
Automatic target tracking on multi-resolution terrain*
, 2006
"... Abstract: We propose a high-performance path planning algorithm for automatic target tracking in the applications of real-time simulation and visualization of large-scale terrain datasets, with a large number of moving objects (such as vehicles) tracking multiple moving targets. By using a modifie ..."
Abstract
- Add to MetaCart
(Show Context)
Abstract: We propose a high-performance path planning algorithm for automatic target tracking in the applications of real-time simulation and visualization of large-scale terrain datasets, with a large number of moving objects (such as vehicles) tracking multiple moving targets. By using a modified Dijkstra’s algorithm, an optimal path between each vehicle-target pair over a weighted grid-presented terrain is computed and updated to eliminate the problem of local minima and losing of tracking. Then, a dynamic path re-planning strategy using multi-resolution representation of a dynamic updating region is proposed to achieve high-performance by trading-off precision for efficiency, while guaranteeing accuracy. Primary experimental results showed that our algorithm successfully achieved 10 to 96 frames per second interactive path-replanning rates during a terrain simulation scenario with 10 to 100 vehicles and multiple moving targets.