By Topic

Volume Visualization and Graphics, 2002. Proceedings. IEEE / ACM SIGGRAPH Symposium on

Date 29-29 Oct. 2002

Filter Results

Displaying Results 1 - 18 of 18
  • Proceedings IEEE/ACM SIGGRAPH Symposium on Volume Visualization and Graphics 2002 (Cat. No.02TH8650)

    Publication Year: 2002
    Request permission for commercial reuse | PDF file iconPDF (80 KB)
    Freely Available from IEEE
  • Author index

    Publication Year: 2002, Page(s): 143
    Request permission for commercial reuse | PDF file iconPDF (28 KB)
    Freely Available from IEEE
  • Dynamic triangulation of variational implicit surfaces using incremental Delaunay tetrahedralization

    Publication Year: 2002, Page(s):73 - 80
    Cited by:  Papers (5)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (644 KB) | HTML iconHTML

    In this paper, we present a novel method to triangulate variational implicit surfaces. The core of the algorithm is an incremental Delaunay tetrahedralization of the constraint points defining the surface; it can be refined over time by adding new points around the surface as needed. Each tetrahedron that crosses the surface can then be triangulated to locally approximate the surface. This method ... View full abstract»

    Full text access may be available. Click article title to sign in or learn about subscription options.
  • Shape retaining chain linked model for real-time volume haptic rendering

    Publication Year: 2002, Page(s):65 - 72
    Cited by:  Papers (5)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (615 KB) | HTML iconHTML

    Haptic rendering is the process of computing and generating forces in response to user interactions with virtual objects. While we speak of real-time volume rendering for visualization, we are still very much limited to Surface models for manipulation due to overwhelming computational requirements for volumetric models. In this paper, we propose a new volumetric deformable model that is suitable f... View full abstract»

    Full text access may be available. Click article title to sign in or learn about subscription options.
  • A two-step approach for interactive pre-integrated volume rendering of unstructured grids

    Publication Year: 2002, Page(s):23 - 28
    Cited by:  Papers (31)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (503 KB) | HTML iconHTML

    In the area of volume visualization the cell projection technique is used widely to display unstructured tetrahedral grids. In this field, the pre-integration of the ray integral has proven to be a powerful method for the display of tetrahedral grids with high quality and at interactive frame rates. Besides the actual performance of the projected tetrahedra algorithm of Shirley and Tuchman, the de... View full abstract»

    Full text access may be available. Click article title to sign in or learn about subscription options.
  • Shading for Fourier volume rendering

    Publication Year: 2002, Page(s):131 - 138
    Cited by:  Papers (7)  |  Patents (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (621 KB) | HTML iconHTML

    The work presented here describes two methods to incorporate viable illumination models into Fourier Volume Rendering (FVR). The lack of adequate illumination has been one of the impediments for the wide spread acceptance of FVR. Our first method adapts the Gamma Corrected Hemispherical Shading (GCHS) proposed by Scoggins et al. (2001) for FVR. We achieve interactive rendering for constant diffusi... View full abstract»

    Full text access may be available. Click article title to sign in or learn about subscription options.
  • Haptics-based volumetric modeling using dynamic spline-based implicit functions

    Publication Year: 2002, Page(s):55 - 64
    Cited by:  Papers (7)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (852 KB) | HTML iconHTML

    This paper systematically presents a novel haptics-based volumetric modeling framework, which is founded upon volumetric implicit functions and powerful physics-based modeling. The volumetric implicit functions incorporate hierarchical B-splines, CSG-based functional composition, and knot insertion to facilitate multiresolution editing and level of details (LODs) control. Our dynamic volumes are s... View full abstract»

    Full text access may be available. Click article title to sign in or learn about subscription options.
  • Feature based volumetric video compression for interactive playback

    Publication Year: 2002, Page(s):89 - 96
    Cited by:  Papers (10)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (691 KB) | HTML iconHTML

    In this paper, we describe a compression scheme for encoding time-varying isosurfaces and amorphous volumetric features (volumes within specified value ranges) in a unified way, which allows for on-line reconstruction and rendering. Since the size of even one frame in a time-varying data set is very large, transmission and online reconstruction are the main bottlenecks for interactive visualizatio... View full abstract»

    Full text access may be available. Click article title to sign in or learn about subscription options.
  • Hardware-based view-independent cell projection

    Publication Year: 2002, Page(s):13 - 22
    Cited by:  Papers (17)  |  Patents (6)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (714 KB) | HTML iconHTML

    We present the first, view-independent cell projection algorithm for off-the-shelf programmable graphics hardware. Our implementation performs all computations for the projection and scan conversion of a set of tetrahedra on the graphics hardware and is therefore compatible with many of the hardware-accelerated optimizations for polygonal graphics, e.g. OpenGL vertex arrays and display lists. Apar... View full abstract»

    Full text access may be available. Click article title to sign in or learn about subscription options.
  • Feature estimation for efficient streaming

    Publication Year: 2002, Page(s):107 - 114
    Cited by:  Patents (2)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (566 KB) | HTML iconHTML

    In this paper we propose a method to estimate the number of primitives that are extracted from an iso-surface extraction procedure. A decimated version of the data is used to estimate the number of triangles at the finest resolution through a combinatorial audit of the features (iso-contours) and their changes across resolutions. The estimates allow for the efficient implementation of visualizatio... View full abstract»

    Full text access may be available. Click article title to sign in or learn about subscription options.
  • A hardware-assisted hybrid rendering technique for interactive volume visualization

    Publication Year: 2002, Page(s):123 - 130
    Cited by:  Papers (4)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (645 KB) | HTML iconHTML

    The scientific simulation and three-dimensional imaging systems in use today are producing large quantities of data that range from gigabytes to petabytes in size. Direct volume rendering, using hardware-based three-dimensional textures, is a common technique for interactively exploring these data sets. The most serious drawback of this approach is the finite amount of available texture memory. In... View full abstract»

    Full text access may be available. Click article title to sign in or learn about subscription options.
  • OpenGL volumizer: a toolkit for high quality volume rendering of large data sets

    Publication Year: 2002, Page(s):45 - 53
    Cited by:  Papers (12)  |  Patents (8)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (688 KB) | HTML iconHTML

    We present the OpenGL Volumizer API for interactive, high-quality, scalable visualization of large volumetric data sets. Volumizer provides a high-level interface to OpenGL hardware to allow application writers and researchers to visualize multiple gigabytes of volumetric data. Use of multiple graphics pipes scales rendering performance and system resources including pixel-fill rate and texture me... View full abstract»

    Full text access may be available. Click article title to sign in or learn about subscription options.
  • Efficient estimation of 3D Euclidean distance fields from 2D range images

    Publication Year: 2002, Page(s):81 - 88
    Cited by:  Papers (6)  |  Patents (6)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (719 KB) | HTML iconHTML

    Several existing algorithms for reconstructing 3D models from range data first approximate the object's 3D distance field to provide an implicit representation of the scanned object and then construct a surface model of the object using this distance field. In these existing approaches, computing and storing 3D distance values from range data contribute significantly to the computational and stora... View full abstract»

    Full text access may be available. Click article title to sign in or learn about subscription options.
  • Time-critical multiresolution volume rendering using 3D texture mapping hardware

    Publication Year: 2002, Page(s):29 - 36
    Cited by:  Papers (6)  |  Patents (5)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (639 KB) | HTML iconHTML

    This paper presents a LOD selection algorithm for multiresolution volume rendering using 3D texture mapping hardware. The goal of the algorithm is to select appropriate LODs automatically from a volume hierarchy so that the rendering speed will match the user's desired frame rate. To achieve this goal, we devise an intra-frame predictive-reactive scheme, which controls the rendering time by collec... View full abstract»

    Full text access may be available. Click article title to sign in or learn about subscription options.
  • Tetrahedral projection using vertex shaders

    Publication Year: 2002, Page(s):7 - 12
    Cited by:  Papers (26)  |  Patents (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (496 KB) | HTML iconHTML

    Projective methods for volume rendering currently represent the best approach for interactive visualization of unstructured data sets. We present a technique for tetrahedral projection using the programmable vertex shaders on current generation commodity graphics cards. The technique is based on Shirley and Tuchman's Projected Tetrahedra (PT) algorithm and allows tetrahedral elements to be volume ... View full abstract»

    Full text access may be available. Click article title to sign in or learn about subscription options.
  • Space-time points: 4D splatting on efficient grids

    Publication Year: 2002, Page(s):97 - 106
    Cited by:  Papers (17)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (784 KB) | HTML iconHTML

    4D datasets, such as time-varying datasets, usually come on 4D Cartesian Cubic (CC) grids. In this paper, we explore the use of 4D Body Centered Cubic (BCC) grids to provide a more efficient sampling lattice. We use this lattice in conjunction with a point-based renderer that further reduces the data into an RLE-encoded list of relevant points. We achieve compression ranging from 50 to 80% in our ... View full abstract»

    Full text access may be available. Click article title to sign in or learn about subscription options.
  • Accelerating volume rendering with texture hulls

    Publication Year: 2002, Page(s):115 - 122
    Cited by:  Papers (3)  |  Patents (2)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (629 KB) | HTML iconHTML

    Texture-mapping hardware has been successfully exploited for volume rendering. In this paper, we propose algorithms for texture-based volume rendering accelerated by texture hulls that avoid the transferring and compositing of empty voxels. We have developed methods that efficiently find all the bounding rectangles of the nonempty regions as well as the bounding contours that more accurately descr... View full abstract»

    Full text access may be available. Click article title to sign in or learn about subscription options.
  • Interactive visualization of unstructured grids using hierarchical 3D textures

    Publication Year: 2002, Page(s):37 - 44
    Cited by:  Papers (9)  |  Patents (2)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (657 KB) | HTML iconHTML

    We present a system for interactively rendering large, unstructured grids. Our approach is to voxelize the grid into a 3D voxel octree, and then to render the data using hierarchical, 3D texture mapping. This approach leverages the Current 3D texture mapping PC hardware for the problem of unstructured grid rendering. We specialize the 3D texture octree to the task of rendering unstructured grids t... View full abstract»

    Full text access may be available. Click article title to sign in or learn about subscription options.