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1.
In this paper, we develop an interactive analysis and visualization tool for probabilistic segmentation results in medical imaging. We provide a systematic approach to analyze, interact and highlight regions of segmentation uncertainty. We introduce a set of visual analysis widgets integrating different approaches to analyze multivariate probabilistic field data with direct volume rendering. We demonstrate the user's ability to identify suspicious regions (e.g. tumors) and correct the misclassification results using a novel uncertainty‐based segmentation editing technique. We evaluate our system and demonstrate its usefulness in the context of static and time‐varying medical imaging datasets.  相似文献   

2.
Segmenting a moving foreground (fg) from its background (bg) is a fundamental step in many Machine Vision and Computer Graphics applications. Nevertheless, hardly any attempts have been made to tackle this problem in dynamic 3D scanned scenes. Scanned dynamic scenes are typically challenging due to noise and large missing parts. Here, we present a novel approach for motion segmentation in dynamic point‐cloud scenes designed to cater to the unique properties of such data. Our key idea is to augment fg/bg classification with an active learning framework by refining the segmentation process in an adaptive manner. Our method initially classifies the scene points as either fg or bg in an un‐supervised manner. This, by training discriminative RBF‐SVM classifiers on automatically labeled, high‐certainty fg/bg points. Next, we adaptively detect unreliable classification regions (i.e. where fg/bg separation is uncertain), locally add more training examples to better capture the motion in these areas, and re‐train the classifiers to fine‐tune the segmentation. This not only improves segmentation accuracy, but also allows our method to perform in a coarse‐to‐fine manner, thereby efficiently process high‐density point‐clouds. Additionally, we present a unique interactive paradigm for enhancing this learning process, by using a manual editing tool. The user explicitly edits the RBF‐SVM decision borders in unreliable regions in order to refine and correct the classification. We provide extensive qualitative and quantitative experiments on both real (scanned) and synthetic dynamic scenes.  相似文献   

3.
Medical illustrations have been used for a long time for teaching and communicating information for diagnosis or surgery planning. Illustrative visualization systems create methods and tools that adapt traditional illustration techniques to enhance the result of renderings. Clipping the volume is a popular operation in volume rendering for inspecting the inner parts, though it may remove some information of the context that is worth preserving. In this paper we present a new editing technique based on the use of clipping planes, direct structure extrusion, and illustrative methods, which preserves the context by adapting the extruded region to the structures of interest of the volumetric model. We will show that users may interactively modify the clipping plane and edit the structures to highlight, in order to easily create the desired result. Our approach works with segmented volume models and non‐segmented ones. In the last case, a local segmentation is performed on‐the‐fly. We will demonstrate the efficiency and utility of our method.  相似文献   

4.
We present ‘Smart Scribbles’—a new scribble‐based interface for user‐guided segmentation of digital sketchy drawings. In contrast to previous approaches based on simple selection strategies, Smart Scribbles exploits richer geometric and temporal information, resulting in a more intuitive segmentation interface. We introduce a novel energy minimization formulation in which both geometric and temporal information from digital input devices is used to define stroke‐to‐stroke and scribble‐to‐stroke relationships. Although the minimization of this energy is, in general, an NP‐hard problem, we use a simple heuristic that leads to a good approximation and permits an interactive system able to produce accurate labellings even for cluttered sketchy drawings. We demonstrate the power of our technique in several practical scenarios such as sketch editing, as‐rigid‐as‐possible deformation and registration, and on‐the‐fly labelling based on pre‐classified guidelines.  相似文献   

5.
In the past years sophisticated automatic segmentation algorithms for various medical image segmentation problems have been developed. However, there are always cases where automatic algorithms fail to provide an acceptable segmentation. In these cases the user needs efficient segmentation editing tools, a problem which has not received much attention in research. We give a comprehensive overview on segmentation editing for three‐dimensional (3D) medical images. For segmentation editing in two‐dimensional (2D) images, we discuss a sketch‐based approach where the user modifies the segmentation in the contour domain. Based on this 2D interface, we present an image‐based as well as an image‐independent method for intuitive and efficient segmentation editing in 3D in the context of tumour segmentation in computed tomography (CT). Our editing tools have been evaluated on a database containing 1226 representative liver metastases, lung nodules and lymph nodes of different shape, size and image quality. In addition, we have performed a qualitative evaluation with radiologists and technical experts, proving the efficiency of our tools.  相似文献   

6.
Surface selection is one of the fundamental interactions in shape modeling. In the case of complex models, this task is often tedious for at least two reasons: firstly the local geometry of a given region may be hard to manually select and needs great accuracy; secondly the selection process may have to be repeated a large number of times for similar regions requiring similar subsequent editing. We propose SimSelect, a new system for interactive selection on 3D surfaces addressing these two issues. We cope with the accuracy issue by classifying selections in different types, namely components, parts and patches for which we independently optimize the selection process. Second, we address the repetitiveness issue by introducing an expansion process based on shape recognition which automatically retrieves potential selections similar to the user‐defined one. As a result, our system provides the user with a compact set of simple interaction primitives providing a smooth select‐and‐edit workflow.  相似文献   

7.
Variational 3D Shape Segmentation for Bounding Volume Computation   总被引:1,自引:0,他引:1  
We propose a variational approach to computing an optimal segmentation of a 3D shape for computing a union of tight bounding volumes. Based on an affine invariant measure of e-tightness, the resemblance to ellipsoid, a novel functional is formulated that governs an optimization process to obtain a partition with multiple components. Refinement of segmentation is driven by application-specific error measures, so that the final bounding volume meets pre-specified user requirement. We present examples to demonstrate the effectiveness of our method and show that it works well for computing ellipsoidal bounding volumes as well as oriented bounding boxes.  相似文献   

8.
High‐quality video editing usually requires accurate layer separation in order to resolve occlusions. However, most of the existing bilayer segmentation algorithms require either considerable user intervention or a simple stationary camera configuration with known background, which is difficult to meet for many real world online applications. This paper demonstrates that various visually appealing montage effects can be online created from a live video captured by a rotating camera, by accurately retrieving the camera state and segmenting out the dynamic foreground. The key contribution is that a novel fast bilayer segmentation method is proposed which can effectively extract the dynamic foreground under rotational camera configuration, and is robust to imperfect background estimation and complex background colors. Our system can create a variety of live visual effects, including but not limited to, realistic virtual object insertion, background substitution and blurring, non‐photorealistic rendering and camouflage effect. A variety of challenging examples demonstrate the effectiveness of our method.  相似文献   

9.
This paper presents a novel approach to visualize the uncertainty in graph‐based segmentations of scalar data. Segmentation of 2D scalar data has wide application in a variety of scientific and medical domains. Typically, a segmentation is presented as a single unambiguous boundary although the solution is often uncertain due to noise or blur in the underlying data as well as imprecision in user input. Our approach provides insight into this uncertainty by computing the “min‐path stability”, a scalar measure analyzing the stability of the segmentation given a set of input constraints. Our approach is efficient, easy to compute, and can be generally applied to either graph cuts or live‐wire (even partial) segmentations. In addition to its general applicability, our new approach to graph cuts uncertainty visualization improves on the time complexity of the current state‐of‐the‐art with an additional fast approximate solution. We also introduce a novel query enabled by our approach which provides users with alternate segmentations by efficiently extracting local minima of the segmentation optimization. Finally, we evaluate our approach and demonstrate its utility on data from scientific and medical applications.  相似文献   

10.
In this paper, we propose a technique to produce artistic strokes in a variety of drawing material based on example images. Our approach is to divide example strokes scanned from images into small pieces along their stroke directions and synthesize a novel stroke by rearranging them along a user specified curve. The visible quality of a synthesized stroke can be maintained by utilizing the connectivity information stored in a directed graph constructed in the preprocessing step. At run‐time, the graph is traversed to find a path best matching the user specification given as a curve and additional information. The results of our experiments shows that visually convincing strokes of various materials can be generated efficiently.  相似文献   

11.
We present an efficient Graphics Processing Unit GPU‐based implementation of the Projected Tetrahedra (PT) algorithm. By reducing most of the CPU–GPU data transfer, the algorithm achieves interactive frame rates (up to 2.0 M Tets/s) on current graphics hardware. Since no topology information is stored, it requires substantially less memory than recent interactive ray casting approaches. The method uses a two‐pass GPU approach with two fragment shaders. This work includes extended volume inspection capabilities by supporting interactive transfer function editing and isosurface highlighting using a Phong illumination model.  相似文献   

12.
We propose a novel rendering method which supports interactive BRDF editing as well as relighting on a 3D scene. For interactive BRDF editing, we linearize an analytic BRDF model with basis BRDFs obtained from a principal component analysis. For each basis BRDF, the radiance transfer is precomputed and stored in vector form. In rendering time, illumination of a point is computed by multiplying the radiance transfer vectors of the basis BRDFs by the incoming radiance from gather samples and then linearly combining the results weighted by user‐controlled parameters. To improve the level of accuracy, a set of sub‐area samples associated with a gather sample refines the glossy reflection of the geometric details without increasing the precomputation time. We demonstrate this program with a number of examples to verify the real‐time performance of relighting and BRDF editing on 3D scenes with complex lighting and geometry.  相似文献   

13.
This paper presents a novel interactive approach for adding depth information into hand‐drawn cartoon images and animations. In comparison to previous depth assignment techniques our solution requires minimal user effort and enables creation of consistent pop‐ups in a matter of seconds. Inspired by perceptual studies we formulate a custom tailored optimization framework that tries to mimic the way that a human reconstructs depth information from a single image. Its key advantage is that it completely avoids inputs requiring knowledge of absolute depth and instead uses a set of sparse depth (in)equalities that are much easier to specify. Since these constraints lead to a solution based on quadratic programming that is time consuming to evaluate we propose a simple approximative algorithm yielding similar results with much lower computational overhead. We demonstrate its usefulness in the context of a cartoon animation production pipeline including applications such as enhancement, registration, composition, 3D modelling and stereoscopic display.  相似文献   

14.
Image boundaries are a fundamental component of many interactive digital photography techniques, enabling applications such as segmentation, panoramas, and seamless image composition. Interactions for image boundaries often rely on two complementary but separate approaches: editing via painting or clicking constraints. In this work, we provide a novel, unified approach for interactive editing of pairwise image boundaries that combines the ease of painting with the direct control of constraints. Rather than a sequential coupling, this new formulation allows full use of both interactions simultaneously, giving users unprecedented flexibility for fast boundary editing. To enable this new approach, we provide technical advancements. In particular, we detail a reformulation of image boundaries as a problem of finding cycles, expanding and correcting limitations of the previous work. Our new formulation provides boundary solutions for painted regions with performance on par with state‐of‐the‐art specialized, paint‐only techniques. In addition, we provide instantaneous exploration of the boundary solution space with user constraints. Finally, we provide examples of common graphics applications impacted by our new approach.  相似文献   

15.
Scatterplots directly depict two dimensions of multi‐dimensional data points, discarding all other information. To visualize all data, these plots are extended to scatterplot matrices, which distribute the information of each data point over many plots. Problems arising from the resulting visual complexity are nowadays alleviated by concepts like filtering and focus and context. We present a method based on depth of field that contains both aspects and injects information from all dimensions into each scatterplot. Our approach is a natural generalization of the commonly known focus effects from optics. It is based on a multidimensional focus selection body. Points outside of this body are defocused depending on their distance. Our method allows for a continuous transition from data points in focus, over regions of blurry points providing contextual information, to visually filtered data. Our algorithm supports different focus selection bodies, blur kernels, and point shapes. We present an optimized GPU‐based implementation for interactive exploration and show the usefulness of our approach on several data sets.  相似文献   

16.
17.
We present a design technique for colors with the purpose of lowering the energy consumption of the display device. Our approach is based on a screen space variant energy model. The result of our design is a set of distinguishable iso-lightness colors guided by perceptual principles. We present two variations of our approach. One is based on a set of discrete user-named (categorical) colors, which are analyzed according to their energy consumption. The second is based on the constrained continuous optimization of color energy in the perceptually uniform CIELAB color space. We quantitatively compare our two approaches with a traditional choice of colors, demonstrating that we typically save approximately 40 percent of the energy. The color sets are applied to examples from the 2D visualization of nominal data and volume rendering of 3D scalar fields.  相似文献   

18.
In this paper, we present a method for non‐rigid, partial shape matching in vector graphics. Given a user‐specified query region in a 2D shape, similar regions are found, even if they are non‐linearly distorted. Furthermore, a non‐linear mapping is established between the query regions and these matches, which allows the automatic transfer of editing operations such as texturing. This is achieved by a two‐step approach. First, pointwise correspondences between the query region and the whole shape are established. The transformation parameters of these correspondences are registered in an appropriate transformation space. For transformations between similar regions, these parameters form surfaces in transformation space, which are extracted in the second step of our method. The extracted regions may be related to the query region by a non‐rigid transform, enabling non‐rigid shape matching.  相似文献   

19.
Accurate depth estimation is a challenging, yet essential step in the conversion of a 2D image sequence to a 3D stereo sequence. We present a novel approach to construct a temporally coherent depth map for each image in a sequence. The quality of the estimated depth is high enough for the purpose of2D to 3D stereo conversion. Our approach first combines the video sequence into a panoramic image. A user can scribble on this single panoramic image to specify depth information. The depth is then propagated to the remainder of the panoramic image. This depth map is then remapped to the original sequence and used as the initial guess for each individual depth map in the sequence. Our approach greatly simplifies the required user interaction during the assignment of the depth and allows for relatively free camera movement during the generation of a panoramic image. We demonstrate the effectiveness of our method by showing stereo converted sequences with various camera motions.  相似文献   

20.
Repeated scene elements are copious and ubiquitous in natural images. Cutout of those repeated elements usually involves tedious and laborious user interaction by previous image segmentation methods. In this paper, we present RepSnapping, a novel method oriented to cutout of repeated scene elements with much less user interaction. By exploring inherent similarity between repeated elements, a new optimization model is introduced to thread correlated elements in the segmentation procedure. The model proposed here enables efficient solution using max‐flow/min cut on an extended graph. Experiments indicate that RepSnapping facilitates cutout of repeated elements better than the state‐of‐the‐art interactive image segmentation and repetition detection methods.  相似文献   

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