Results 1 - 10
of
272
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 ..."
Abstract
-
Cited by 203 (7 self)
- Add to MetaCart
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 ..."
Abstract
-
Cited by 175 (19 self)
- Add to MetaCart
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.
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 ..."
Abstract
-
Cited by 133 (22 self)
- Add to MetaCart
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...
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 ..."
Abstract
-
Cited by 133 (13 self)
- Add to MetaCart
Direct volume-rendering has proven to be an effective and flexible visualization method for 3D scalar fields. Transfer functions are fundamental
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 ..."
Abstract
-
Cited by 119 (8 self)
- Add to MetaCart
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.
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 ..."
Abstract
-
Cited by 114 (15 self)
- Add to MetaCart
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
3D Multi-Scale Line Filter for Segmentation and Visualization of Curvilinear Structures in Medical Images
, 1998
"... : This paper describes a method for the enhancement of curvilinear structures such as vessels and bronchi in 3D medical images. A 3D line enhancement filter is developed with the aim of discriminating line structures from other structures and recovering line structures of various widths. The 3D line ..."
Abstract
-
Cited by 88 (7 self)
- Add to MetaCart
: This paper describes a method for the enhancement of curvilinear structures such as vessels and bronchi in 3D medical images. A 3D line enhancement filter is developed with the aim of discriminating line structures from other structures and recovering line structures of various widths. The 3D line filter is based on a combination of the eigenvalues of the 3D Hessian matrix. Multi-scale integration is formulated by taking the maximum among single-scale filter responses, and its characteristics are examined to derive criteria for the selection of parameters in the formulation. The resultant multi-scale line-filtered images provide significantly improved segmentation and visualization of curvilinear structures. The usefulness of the method is demonstrated by the segmentation and visualization of brain vessels from MRI (magnetic resonance imaging) and MRA (magnetic resonance angiography), bronchi from a chest CT, and liver vessels (portal veins) from an abdominal CT. Keywords: 3D image ...
Cube-4 -- A Scalable Architecture for Real-Time Volume Rendering
, 1996
"... We present Cube-4, a special-purpose volume rendering architecture that is capable of rendering high-resolution (e.g., 1024³) datasets at 30 frames per second. The underlying algorithm, called slice-parallel ray-casting, uses tri-linear interpolation of samples between data slices for parallel and p ..."
Abstract
-
Cited by 86 (30 self)
- Add to MetaCart
We present Cube-4, a special-purpose volume rendering architecture that is capable of rendering high-resolution (e.g., 1024³) datasets at 30 frames per second. The underlying algorithm, called slice-parallel ray-casting, uses tri-linear interpolation of samples between data slices for parallel and perspective projections. The architecture uses a distributed interleaved memory, several parallel processing pipelines, and an innovative parallel dataflow scheme that requires no global communication, except at the pixel level. This leads to local, fixed bandwidth interconnections and has the benefits of high memory bandwidth, real-time data input, modularity, and scalability. We have simulated the architecture and have implemented a working prototype of the complete hardware on a configurable custom hardware machine. Our results indicate true real-time performance for high-resolution datasets and linear scalability of performance with the number of processing pipelines.
Direct Volume Rendering with Shading via Three-Dimensional Textures
, 1996
"... A new and easy-to-implement method for direct volume rendering that uses 3D texture maps for acceleration, and incorporates directional lighting, is described. The implementation, called Voltx, produces high-quality images at nearly interactive speeds on workstations with hardware support for three- ..."
Abstract
-
Cited by 81 (1 self)
- Add to MetaCart
A new and easy-to-implement method for direct volume rendering that uses 3D texture maps for acceleration, and incorporates directional lighting, is described. The implementation, called Voltx, produces high-quality images at nearly interactive speeds on workstations with hardware support for three-dimensional texture maps. Previously reported methods did not incorporate a light model, and did not address issues of multiple texture maps for large volumes. Our research shows that these extensions impact performance by about a factor of ten. Voltx supports orthographic, perspective, and stereo views. This paper describes the theory and implementation of this technique, and compares it to the shear-warp factorization approach. A rectilinear data set is converted into a three-dimensional texture map containing color and opacity information. Quantized normal vectors and a lookup table provide efficiency. A new tesselation of the sphere is described, which serves as the basis for normal-vec...
Image-Based Rendering for Non-Diffuse Synthetic Scenes
, 1998
"... . Most current image-based rendering methods operate under the assumption that all of the visible surfaces in the scene are opaque ideal diffuse (Lambertian) reflectors. This paper is concerned with image-based rendering of non-diffuse synthetic scenes. We introduce a new family of image-based scene ..."
Abstract
-
Cited by 79 (1 self)
- Add to MetaCart
. Most current image-based rendering methods operate under the assumption that all of the visible surfaces in the scene are opaque ideal diffuse (Lambertian) reflectors. This paper is concerned with image-based rendering of non-diffuse synthetic scenes. We introduce a new family of image-based scene representations and describe corresponding image-based rendering algorithms that are capable of handling general synthetic scenes containing not only diffuse reflectors, but also specular and glossy objects. Our image-based representation is based on layered depth images. It represents simultaneously and separately both view-independent scene information and view-dependent appearance information. The view-dependent information may be either extracted directly from our data-structures, or evaluated procedurally using an image-based analogue of ray tracing. We describe image-based rendering algorithms that recombine the two components together in a manner that produces a good approximation to...

