共查询到20条相似文献,搜索用时 15 毫秒
1.
Common practice in brain research and brain surgery involves the multi‐modal acquisition of brain anatomy and brain activation data. These highly complex three‐dimensional data have to be displayed simultaneously in order to convey spatial relationships. Unique challenges in information and interaction design have to be solved in order to keep the visualization sufficiently complete and uncluttered at the same time. The visualization method presented in this paper addresses these issues by using a hybrid combination of polygonal rendering of brain structures and direct volume rendering of activation data. Advanced rendering techniques including illustrative display styles and ambient occlusion calculations enhance the clarity of the visual output. The presented rendering pipeline produces real‐time frame rates and offers a high degree of configurability. Newly designed interaction and measurement tools are provided, which enable the user to explore the data at large, but also to inspect specific features closely. We demonstrate the system in the context of a cognitive neurosciences dataset. An initial informal evaluation shows that our visualization method is deemed useful for clinical research. 相似文献
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Style Transfer Functions for Illustrative Volume Rendering 总被引:3,自引:0,他引:3
Illustrative volume visualization frequently employs non-photorealistic rendering techniques to enhance important features or to suppress unwanted details. However, it is difficult to integrate multiple non-photorealistic rendering approaches into a single framework due to great differences in the individual methods and their parameters. In this paper, we present the concept of style transfer functions. Our approach enables flexible data-driven illumination which goes beyond using the transfer function to just assign colors and opacities. An image-based lighting model uses sphere maps to represent non-photorealistic rendering styles. Style transfer functions allow us to combine a multitude of different shading styles in a single rendering. We extend this concept with a technique for curvature-controlled style contours and an illustrative transparency model. Our implementation of the presented methods allows interactive generation of high-quality volumetric illustrations. 相似文献
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This paper presents a method to accelerate algorithms that need a correct and complete visibility ordering of their data for rendering. The technique works by pre‐sorting primitives in object‐space using three lists (one for each axis: X, Y and Z), and then combining the lists using graphics hardware by rendering each list to a texture and merging the textures in the end. We validate our algorithm by applying it to the splatting technique using several types of rendering, including point‐based rendering and volume rendering. We also detail our hardware implementation for volume rendering using point sprites. 相似文献
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In this work we present a point classification algorithm for multi‐variate data. Our method is based on the concept of attribute subspaces, which are derived from a set of user specified attribute target values. Our classification approach enables users to visually distinguish regions of saliency through concurrent viewing of these subspaces in single images. We also allow a user to threshold the data according to a specified distance from attribute target values. Based on the degree of thresholding, the remaining data points are assigned radii of influence that are used for the final coloring. This limits the view to only those points that are most relevant, while maintaining a similar visual context. 相似文献
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Diffusion Tensor Imaging (DTI) has made feasible the visualization of the fibrous structure of the brain white matter. In the last decades, several fiber‐tracking methods have been developed to reconstruct the fiber tracts from DTI data. Usually these fiber tracts are shown individually based on some selection criteria like region of interest. However, if the white matter as a whole is being visualized clutter is generated by directly rendering the individual fiber tracts. Often users are actually interested in fiber bundles, anatomically meaningful entities that abstract from the fibers they contain. Several clustering techniques have been developed that try to group the fiber tracts in fiber bundles. However, even if clustering succeeds, the complex nature of white matter still makes it difficult to investigate. In this paper, we propose the use of illustration techniques to ease the exploration of white matter clusters. We create a technique to visualize an individual cluster as a whole. The amount of fibers visualized for the cluster is reduced to just a few hint lines, and silhouette and contours are used to improve the definition of the cluster borders. Multiple clusters can be easily visualized by a combination of the single cluster visualizations. Focus+context concepts are used to extend the multiple‐cluster renderings. Exploded views ease the exploration of the focus cluster while keeping the context clusters in an abstract form. Real‐time results are achieved by the GPU implementation of the presented techniques. 相似文献
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Motion based Painterly Rendering 总被引:1,自引:0,他引:1
Previous painterly rendering techniques normally use image gradients for deciding stroke orientations. Image gradients are good for expressing object shapes, but difficult to express the flow or movements of objects. In real painting, the use of brush strokes corresponding to the actual movement of objects allows viewers to recognize objects' motion better and thus to have an impression of the dynamic. In this paper, we propose a novel painterly rendering algorithm to express dynamic objects based on their motion information. We first extract motion information (magnitude, direction, standard deviation) of a scene from a set of consecutive image sequences from the same view. Then the motion directions are used for determining stroke orientations in the regions with significant motions, and image gradients determine stroke orientations where little motion is observed. Our algorithm is useful for realistically and dynamically representing moving objects. We have applied our algorithm for rendering landscapes. We could segment a scene into dynamic and static regions, and express the actual movement of dynamic objects using motion based strokes. 相似文献
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Tone mapping algorithms offer sophisticated methods for mapping a real-world luminance range to the luminance range of the output medium but they often cause changes in color appearance. In this work we conduct a series of subjective appearance matching experiments to measure the change in image colorfulness after contrast compression and enhancement. The results indicate that the relation between contrast compression and the color saturation correction that matches color appearance is non-linear and smaller color correction is required for small change of contrast. We demonstrate that the relation cannot be fully explained by color appearance models. We propose color correction formulas that can be used with existing tone mapping algorithms. We extend existing global and local tone mapping operators and show that the proposed color correction formulas can preserve original image colors after tone scale manipulation. 相似文献
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We extend the rendering technique for continuous scatterplots to allow for a broad class of interpolation methods within the spatial grid instead of only linear interpolation. To do this, we propose an approach that projects the image of a cell from the spatial domain to the scatterplot domain. We approximate this image using either the convex hull or an axis-aligned rectangle that forms a tight fit of the projected points. In both cases, the approach relies on subdivision in the spatial domain to control the approximation error introduced in the scatterplot domain. Acceleration of this algorithm in homogeneous regions of the spatial domain is achieved using an octree hierarchy. The algorithm is scalable and adaptive since it allows us to balance computation time and scatterplot quality. We evaluate and discuss the results with respect to accuracy and computational speed. Our methods are applied to examples of 2-D transfer function design. 相似文献
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Visualisation of taxonomies and sets has recently become an active area of research. Many application fields now require more than a strict classification of elements into a hierarchy tree. Euler diagrams, one of the most natural ways of depicting intersecting sets, may provide a solution to these problems.
In this paper, we present an approach for the automatic generation of Euler-like diagrams. This algorithm differs from previous approaches in that it has no undrawable instances of input, allowing it to be used in systems where the output is always required. We also improve the readability of Euler diagrams through the use of Bézier curves and transparent coloured textures. Our approach has been implemented using the Tulip platform. Both the source and executable program used to generate the results are freely available. 相似文献
In this paper, we present an approach for the automatic generation of Euler-like diagrams. This algorithm differs from previous approaches in that it has no undrawable instances of input, allowing it to be used in systems where the output is always required. We also improve the readability of Euler diagrams through the use of Bézier curves and transparent coloured textures. Our approach has been implemented using the Tulip platform. Both the source and executable program used to generate the results are freely available. 相似文献
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Tim Dwyer 《Computer Graphics Forum》2009,28(3):991-998
We describe a new technique for graph layout subject to constraints. Compared to previous techniques the proposed method is much faster and scalable to much larger graphs. For a graph with n nodes, m edges and c constraints it computes incremental layout in time O ( n log n + m + c ) per iteration. Also, it supports a much more powerful class of constraint: inequalities or equalities over the Euclidean distance between nodes. We demonstrate the power of this technique by application to a number of diagramming conventions which previous constrained graph layout methods could not support. Further, the constraint-satisfaction method—inspired by recent work in position-based dynamics—is far simpler to implement than previous methods. 相似文献
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Kaleigh Smith Pierre-Edouard Landes Joëlle Thollot Karol Myszkowski 《Computer Graphics Forum》2008,27(2):193-200
This paper presents a quick and simple method for converting complex images and video to perceptually accurate greyscale versions. We use a two‐step approach first to globally assign grey values and determine colour ordering, then second, to locally enhance the greyscale to reproduce the original contrast. Our global mapping is image independent and incorporates the Helmholtz‐Kohlrausch colour appearance effect for predicting differences between isoluminant colours. Our multiscale local contrast enhancement reintroduces lost discontinuities only in regions that insufficiently represent original chromatic contrast. All operations are restricted so that they preserve the overall image appearance, lightness range and differences, colour ordering, and spatial details, resulting in perceptually accurate achromatic reproductions of the colour original. 相似文献
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Markus Schlattmann Ferenc Kahlesz Ralf Sarlette Reinhard Klein † 《Computer Graphics Forum》2007,26(3):467-476
In this paper we present a novel computer vision based hand-tracking technique, which is capable of robustly tracking 6+4DOF of the human hand in real-time (at least 25 frames per second) with the help of 3 (or more) off-the-shelf consumer cameras. ‘6+4DOF’ means that the system can track the global pose (6 continuous parameters for translation and rotation) of 4 different gestures. A key feature of our system is its fully automatic real-time initialization procedure, which, along with a sound tracking-lost detector, makes the system fit for real-world applications. Because of this, our method acts as an enabling technology for uncumbersome hand-based 3D Human-Computer-Interaction (HCI). Previously, using the hand as an at least 6DOF input device involved the use of either datagloves or markers. Using our tracking we evaluated the use of the hand as an input device for two prevalent Virtual Reality applications: fly-through exploration of a virtual world and a simple digital assembly simulation. 相似文献
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In this paper we present a method for automatic interpolation between adjacent discrete levels of detail to achieve smooth LOD changes in image space. We achieve this by breaking the problem into two passes: We render the two LOD levels individually and combine them in a separate pass afterwards. The interpolation is formulated in a way that only one level has to be updated per frame and the other can be reused from the previous frame, thereby causing roughly the same render cost as with simple non interpolated discrete LOD rendering, only incurring the slight overhead of the final combination pass. Additionally we describe customized interpolation schemes using visibility textures. The method was designed with the ease of integration into existing engines in mind. It requires neither sorting nor blending of objects, nor does it introduce any constrains in the LOD used. The LODs can be coplanar, alpha masked, animated, impostors, and intersecting, while still interpolating smoothly. 相似文献
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Metaballs are implicit surfaces widely used to model curved objects, represented by the isosurface of a density field defined by a set of points. Recently, the results of particle‐based simulations have been often visualized using a large number of metaballs, however, such visualizations have high rendering costs. In this paper we propose a fast technique for rendering metaballs on the GPU. Instead of using polygonization, the isosurface is directly evaluated in a per‐pixel manner. For such evaluation, all metaballs contributing to the isosurface need to be extracted along each viewing ray, on the limited memory of GPUs. We handle this by keeping a list of metaballs contributing to the isosurface and efficiently update it. Our method neither requires expensive precomputation nor acceleration data structures often used in existing ray tracing techniques. With several optimizations, we can display a large number of moving metaballs quickly. 相似文献
16.
Prostate cancer is one of the most prevalent cancers among males, and the use of magnetic resonance imaging (MRI) has been suggested for its detection. A framework is presented for scoring and visualizing various MR data in an efficient and intuitive manner. A classification method is introduced where a cumulative score volume is created which takes into account each of three acquisition types. This score volume is integrated into a volume rendering framework which allows the user to view the prostate gland, the multi‐modal score values, and the surrounding anatomy. A visibility persistence mode is introduced to automatically avoid full occlusion of a selected score and indicate overlaps. The use of GPU‐accelerated multi‐modal single‐pass ray casting provides an interactive experience. User driven importance rendering allows the user to gain insight into the data and can assist in localization of the disease and treatment planning. We evaluate our results against pathology and radiologists'determinations. 相似文献
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Tobias Pfaffelmoser Matthias Reitinger Rüdiger Westermann 《Computer Graphics Forum》2011,30(3):951-960
We present a novel approach for visualizing the positional and geometrical variability of isosurfaces in uncertain 3D scalar fields. Our approach extends recent work by Pöthkow and Hege [ [PH10] ] in that it accounts for correlations in the data to determine more reliable isosurface crossing probabilities. We introduce an incremental update‐scheme that allows integrating the probability computation into front‐to‐back volume ray‐casting efficiently. Our method accounts for homogeneous and anisotropic correlations, and it determines for each sampling interval along a ray the probability of crossing an isosurface for the first time. To visualize the positional and geometrical uncertainty even under viewing directions parallel to the surface normal, we propose a new color mapping scheme based on the approximate spatial deviation of possible surface points from the mean surface. The additional use of saturation enables to distinguish between areas of high and low statistical dependence. Experimental results confirm the effectiveness of our approach for the visualization of uncertainty related to position and shape of convex and concave isosurface structures. 相似文献
18.
Real-time homogenous translucent material editing 总被引:4,自引:0,他引:4
This paper presents a novel method for real-time homogenous translucent material editing under fixed illumination. We consider the complete analytic BSSRDF model proposed by Jensen et al. [ [JMLH01] ], including both multiple scattering and single scattering. Our method allows the user to adjust the analytic parameters of BSSRDF and provides high-quality, real-time rendering feedback. Inspired by recently developed Precomputed Radiance Transfer (PRT) techniques, we approximate both the multiple scattering diffuse reflectance function and the single scattering exponential attenuation function in the analytic model using basis functions, so that re-computing the outgoing radiance at each vertex as parameters change reduces to simple dot products. In addition, using a non-uniform piecewise polynomial basis, we are able to achieve smaller approximation error than using bases adopted in previous PRT-based works, such as spherical harmonics and wavelets. Using hardware acceleration, we demonstrate that our system generates images comparable to [ [JMLH01] ]at real-time frame-rates. 相似文献
19.
Fast GPU-based Adaptive Tessellation with CUDA 总被引:1,自引:0,他引:1
20.
For surgical planning, the exploration of 3D visualizations and 2D slice views is essential. However, the generation of visualizations which support the specific treatment decisions is very tedious. Therefore, the reuse of once designed visualizations for similar cases can strongly accelerate the process of surgical planning. We present a new technique that enables the easy reuse of both medical visualization types: 3D scenes and 2D slice views. We introduce the keystates as a concept to describe the state of a visualization in a general manner. They can be easily applied to new datasets to create similar visualizations. Keystates can be shared between surgeons of one specialization to reproduce and document the planning process for collaborative work. Furthermore, animations can support the surgeon on individual exploration and are also useful in collaborative environments, where complex issues must be presented in a short time. Therefore, we provide a framework, where animations can be visually designed by surgeons during their exploration process without any programming or authoring skills. We discuss several transitions between different visualizations and present an application from clinical routine. 相似文献