699 results on '"Ropinski, Timo"'
Search Results
202. An experimental study on the effects of shading in 3D perception of volumetric models
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Díaz, Jose, primary, Ropinski, Timo, additional, Navazo, Isabel, additional, Gobbetti, Enrico, additional, and Vázquez, Pere-Pau, additional
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- 2015
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203. Multimodal volume illumination
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Sundén, Erik, primary, Kottravel, Sathish, additional, and Ropinski, Timo, additional
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- 2015
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204. Efficient volume illumination with multiple light sources through selective light updates
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Sunden, Erik, primary and Ropinski, Timo, additional
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- 2015
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205. Coverage-based opacity estimation for interactive Depth of Field in molecular visualization
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Kottravel, Sathish, primary, Falk, Martin, additional, Sunden, Erik, additional, and Ropinski, Timo, additional
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- 2015
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206. Interactive Design and Debugging of GPU-based Volume Visualizations
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Meyer-Spradow, Jennis, Ropinski, Timo, Mensmann, Jörg, and Hinrichs, Klaus
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GPU-based volume rendering ,Computer and Information Sciences ,Data- och informationsvetenskap ,visual programming ,data flow networks - Abstract
There is a growing need for custom visualization applications to deal with the rising amounts of volume data to be analyzed in fields like medicine, seismology, and meteorology. Visual programming techniques have been used in visualization and other fields to analyze and visualize data in an intuitive manner. However, this additional step of abstraction often results in a performance penalty during the actual rendering. In order to prevent this impact, a careful modularization of the required processing steps is necessary, which provides flexibility and good performance at the same time. In this paper, we will describe the technical foundations as well as the possible applications of such a modularization for GPU-based volume raycasting, which can be considered the state-of-the-art technique for interactive volume rendering. Based on the proposed modularization on a functional level, we will show how to integrate GPU-based volume ray-casting in a visual programming environment in such a way that a high degree of flexibility is achieved without any performance impact.
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- 2010
207. Efficient Acquisition and Clustering of Local Histograms for Representing Voxel Neighborhoods
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Meß, Christian and Ropinski, Timo
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Computer and Information Sciences ,ComputingMethodologies_IMAGEPROCESSINGANDCOMPUTERVISION ,Data- och informationsvetenskap ,ComputingMethodologies_COMPUTERGRAPHICS - Abstract
In the past years many interactive volume rendering techniques have been proposed, which exploit the neighboring environment of a voxel during rendering. In general on-the-fly acquisition of this environment is infeasible due to the high amount of data to be taken into account. To bypass this problem we propose a GPU preprocessing pipeline which allows to acquire and compress the neighborhood information for each voxel. Therefore, we represent the environment around each voxel by generating a local histogram (LH) of the surrounding voxel densities. By performing a vector quantization (VQ), the high number of LHs is than reduced to a few hundred cluster centroids, which are accessed through an index volume. To accelerate the required computational expensive processing steps, we take advantage of the highly parallel nature of this task and realize it using CUDA. For the LH compression we use an optimized hybrid CPU/GPU implementation of the k-means VQ algorithm. While the assignment of each LH to its nearest centroid is done on the GPU using CUDA, centroid recalculation after each iteration is done on the CPU. Our results demonstrate the applicability of the precomputed data, while the performance is increased by a factor of about 10 compared to previous approaches.
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- 2010
208. An Advanced Volume Raycasting Technique using GPU Stream Processing
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Mensmann, Jörg, Ropinski, Timo, and Hinrichs, Klaus
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Computer and Information Sciences ,raycasting ,Direct volume rendering ,CUDA ,Data- och informationsvetenskap ,GeneralLiterature_MISCELLANEOUS ,ComputingMethodologies_COMPUTERGRAPHICS ,stream processing - Abstract
GPU-based raycasting is the state-of-the-art rendering technique for interactive volume visualization. The ray traversal is usually implemented in a fragment shader, utilizing the hardware in a way that was not originally intended. New programming interfaces for stream processing, such as CUDA, support a more general programming model and the use of additional device features, which are not accessible through traditional shader programming. In this paper we propose a slab-based raycasting technique that is modeled specifically to use these features to accelerate volume rendering. This technique is based on experience gained from comparing fragment shader implementations of basic raycasting to implementations directly translated to CUDA kernels. The comparison covers direct volume rendering with a variety of optional features, e.g., gradient and lighting calculations. Our findings are supported by benchmarks of typical volume visualization scenarios. We conclude that new stream processing models can only gain a small performance advantage when directly porting the basic raycasting algorithm. However, they can be advantageous through novel acceleration methods which use the hardware features not available to shader implementations.
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- 2010
209. Single Shot Quantification of Gas-Filled Microbubbles with Ultrasound
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Praßni, Jörg-Stefan, Storm, Klaus, Ropinski, Timo, and Tiemann, Klaus
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Computer and Information Sciences ,Data- och informationsvetenskap - Abstract
In this work, we present a novel semi-automatic technique for the quantification of MBs, called "single shot quantification" (SSQ). In contrast to previous approaches, SSQ does not require a scan of the entire organ, but allows to determine the MB concentration by analyzing a time series of ultrasound frames which are scanned at a single position.
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- 2010
210. Multimodal Visualization with Interactive Closeups
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Ropinski, Timo, Viola, Ivan, Biermann, Martin, Hauser, Helwig, and Hinrichs, Klaus
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Computer and Information Sciences ,Data- och informationsvetenskap - Abstract
Closeups are used in illustrations to provide detailed views on regions of interest. They are integrated into the rendering of the whole structure in order to reveal their spatial context. In this paper we present the concept of interactive closeups for medical reporting. Each closeup is associated with a region of interest and may show a single modality or a desired combination of the available modalities using different visualization styles. Thus it becomes possible to visualize multiple modalities simultaneously and to support doctor-to-doctor communication on the basis of interactive multimodal closeup visualizations. We discuss how to compute a layout for 2D and 3D closeups, and how to edit a closeup configuration to prepare a presentation or a subsequent doctor-to-doctor communication. Furthermore, we introduce a GPU-based rendering algorithm, which allows to render multiple closeups at interactive frame rates. We demonstrate the application of the introduced concepts to multimodal PET/CT data sets additionally co-registered with MRI.
- Published
- 2009
211. Slab-Based Raycasting : Efficient Volume Rendering with CUDA
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Mensmann, Jörg, Ropinski, Timo, and Hinrichs, Klaus
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Computer and Information Sciences ,Data- och informationsvetenskap ,GeneralLiterature_MISCELLANEOUS ,ComputingMethodologies_COMPUTERGRAPHICS - Abstract
GPU-based raycasting is the state-of-the-art rendering technique for interactive volume visualization. The ray traversal is usually implemented in a fragment shader, utilizing the hardware in a way that was not originally intended. New programming interfaces for stream processing, such as CUDA, support a more general programming model and the use of additional device features, which are not accessible through traditional shader programming.We propose a slab-based raycasting technique that is modeled specifically to use these features to accelerate volume rendering. This technique is based on experience gained from comparing fragment shader implementations of basic raycasting to implementations directly translated to CUDA kernels. The comparison covers direct volume rendering with a variety of optional features, e.g., gradient and lighting calculations.
- Published
- 2009
212. Efficient Boundary Detection and Transfer Function Generation in Direct Volume Rendering
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Praßni, Jörg-Stefan, Ropinski, Timo, and Hinrichs, Klaus
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Computer and Information Sciences ,Data- och informationsvetenskap - Abstract
In this paper we present an efficient technique for the construction of LH histograms which, in contrast to previous work, does not require an expensive tracking of intensity profiles across boundaries and therefore allows an LH classification in real time. We propose a volume exploration system for the semi-automatic generation of LH transfer functions, which does not require any user interaction within the transfer function domain. During an iterative process the user extracts features by marking them directly in the volume rendered image. The system automatically detects a marked feature's boundary by exploiting our novel LH technique and generates a suitable component transfer function that associates user-specified optical properties with the region representing the boundary in the transfer function space. The component functions thus generated are automatically combined to produce an LH transfer function to be used for rendering.
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- 2009
213. Efficient Shadows for GPU-based Volume Raycasting
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Ropinski, Timo, Kasten, Jens, Hinrichs, Klaus, Cunningham, Steve, and Skala, Václav
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generování stínu ,volume rendering ,mapování stínů ,deep shadow maps ,ComputingMethodologies_IMAGEPROCESSINGANDCOMPUTERVISION ,shadow generation ,shadow mapping ,objemové vykreslování ,mapy hlubokých stínů ,GeneralLiterature_MISCELLANEOUS ,ComputingMethodologies_COMPUTERGRAPHICS - Abstract
GPU-based raycasting has emerged as the defacto standard for interactive volume rendering on off-the-shelf graphics hardware. Even though in theory this technique can be easily extended by shadow feelers in order to support shadows, this obvious approach has a major impact on the rendering performance. In this paper we will investigate shadowing extensions for GPUbased volume raycasting and compare them with respect to their quality and their performance. In particular, we will consider shadow rays, shadow mapping and deep shadow maps. For these techniques we will address their implementations using current graphics boards, and we will compare their visual results as well as their runtime behavior.
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- 2008
214. Interactive cutting operations for generating anatomical illustrations from volumetric data sets
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Mensmann, Jörg, Ropinski, Timo, Hinrichs, Klaus, and Skala, Václav
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volume deformation ,volume rendering ,volume cutting ,illustration ,ComputingMethodologies_IMAGEPROCESSINGANDCOMPUTERVISION ,objemová deformace ,objemové řezání ,ilustrace ,objemové vykreslování ,ComputingMethodologies_COMPUTERGRAPHICS - Abstract
In anatomical illustrations deformation is often used to increase expressivity, to improve spatial comprehension and to enable an unobstructed view onto otherwise occluded structures. Based on our analysis and classification of deformations frequently found in anatomical textbooks we introduce a technique for interactively creating such deformations of volumetric data acquired with medical scanners. Our approach exploits the 3D ChainMail algorithm in combination with a GPU-based ray-casting renderer in order to perform deformations. Thus complex, interactive deformations become possible without a costly preprocessing or the necessity to reduce the data set resolution. For cutting operations we provide a template-based interaction technique which supports precise control of the cutting parameters. For commonly used deformation operations we provide adaptable interaction templates, whereas arbitrary deformations can be specified by using a point-and-drag interface.
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- 2008
215. Visual exploration of seismic volume datasets
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Ropinski, Timo, Steinicke, Frank, Hinrichs, Klaus, and Skala, Václav
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ohnisková vizualizace ,subsurface exploration ,virtuální realita ,contents visualization ,seismická objemová data ,obsahová vizualizace ,virtual reality ,focus visualization ,podpovrchový průzkum ,seismic volume data - Abstract
This paper introduces a novel method supporting the interactive exploration of volumetric subsurface data. To facilitate better insights into the datasets we propose the application of focus and context visualization metaphors. Using these metaphors users can emphasize arbitrary parts of a dataset or remove occluding information interactively to focus on the region of interest. In addition to these visualization issues we will explain how the focus and context metaphors can be combined with VR-based interaction techniques to allow the efficient exploration within more immersive VR environments. In particular, we will discuss how to control the focus and context metaphor to highlight the region of interest in combination with the usage of visual bookmarks to track potentially interesting parts within large volumetric subsurface datasets.
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- 2006
216. Interactive GPU-based generation of solvent-excluded surfaces.
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Hermosilla, Pedro, Krone, Michael, Guallar, Victor, Vázquez, Pere-Pau, Vinacua, Àlvar, and Ropinski, Timo
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GRAPHICS processing units ,SOLVENTS ,SOLUTION (Chemistry) ,DIGITAL image processing - Abstract
The solvent-excluded surface (SES) is a popular molecular representation that gives the boundary of the molecular volume with respect to a specific solvent. SESs depict which areas of a molecule are accessible by a specific solvent, which is represented as a spherical probe. Despite the popularity of SESs, their generation is still a compute-intensive process, which is often performed in a preprocessing stage prior to the actual rendering (except for small models). For dynamic data or varying probe radii, however, such a preprocessing is not feasible as it prevents interactive visual analysis. Thus, we present a novel approach for the on-the-fly generation of SESs, a highly parallelizable, grid-based algorithm where the SES is rendered using ray-marching. By exploiting modern GPUs, we are able to rapidly generate SESs directly within the mapping stage of the visualization pipeline. Our algorithm can be applied to large time-varying molecules and is scalable, as it can progressively refine the SES if GPU capabilities are insufficient. In this paper, we show how our algorithm is realized and how smooth transitions are achieved during progressive refinement. We further show visual results obtained from real-world data and discuss the performance obtained, which improves upon previous techniques in both the size of the molecules that can be handled and the resulting frame rate. [ABSTRACT FROM AUTHOR]
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- 2017
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217. Medical volume segmentation by overfitting sparsely annotated data.
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Payer, Tristan, Nizamani, Faraz, Beer, Meinrad, Götz, Michael, and Ropinski, Timo
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- 2023
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218. Multimodal Interaction Metaphors for Manipulation of Distant Objects in Immersive Virtual Environments
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Steinicke, Frank, Ropinski, Timo, Hinrichs, Klaus, and Skala, Václav
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virtual environments ,virtuální realita ,virtual pointer metaphor ,virtual reality ,virtuální prostředí ,techniky interakce ,interaction techniques - Abstract
In this paper we discuss direct interaction metaphors for selection and manipulation of distant objects in immersive virtual environments and we propose extensions of the improved virtual pointer (IVP) metaphor. In particular, we describe how the process of object selection with the IVP metaphor can be enhanced by modifying the distance calculation used to determine the closest object to be selected. Furthermore we introduce direct 6 DOF manipulations of virtual objects using the IVP metaphor. We demonstrate how the task of object selection can be improved by combining existing interaction metaphors with multimodal feedback.
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- 2005
219. Real-time rendering of 3D magic lenses having arbitrary convex shapes
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Ropinski, Timo, Hinrichs, Klaus, and Skala, Václav
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konvexní tvary ,3D magic lenses ,Computer Science::Graphics ,ComputingMethodologies_IMAGEPROCESSINGANDCOMPUTERVISION ,real-time rendering ,3D exploration ,real-time vykreslování ,3D magické čočky ,convex shapes ,3D explorace ,GeneralLiterature_MISCELLANEOUS ,ComputingMethodologies_COMPUTERGRAPHICS - Abstract
We present a real-time algorithm for rendering volumetric 3D Magic Lenses™ having arbitrary convex shapes. During fragment processing the algorithm performs a second depth test using a shadow map. Exploiting the second depth test we are able to classify each fragment, with respect to its position relative to the lens volume. Using this classification we first render the geometry behind the lens volume, then the geometry intersecting the lens volume using a different visual appearance and finally the parts in front of the lens volume. Regardless of the shape of the lens volume just two additional rendering passes are needed. Furthermore there are no limitations to the choice of visual appearance used to enhance expressiveness of the virtual world. We will describe theoretical and practical aspects of the algorithm and our implementation, which is accelerated by current graphics hardware.
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- 2004
220. Interaction Techniques as a Communication Channel when Presenting 3D Visualizations
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Sundén, Erik, Bock, Alexander, Jönsson, Daniel, Ynnerman, Anders, Ropinski, Timo, Sundén, Erik, Bock, Alexander, Jönsson, Daniel, Ynnerman, Anders, and Ropinski, Timo
- Abstract
In this position paper we discuss the usage of various interaction technologies with focus on the presentations of 3D visualizations involving a presenter and an audience. While an interaction technique is commonly evaluated from a user perspective, we want to shift the focus from a sole analysis of the naturalness and the ease-of-use for the user, to focus on how expressive and understandable the interaction technique is when witnessed by the audience. The interaction process itself can be considered to be a communication channel and a more expressive interaction technique might make it easier for the audience to comprehend the presentation. Thus, while some natural interaction techniques for interactive visualization are easy to perform by the presenter, they may be less beneficial when interacting with the visualization in front of (and for) an audience. Our observations indicate that the suitability of an interaction technique as a communication channel is highly dependent on the setting in which the interaction takes place. Therefore, we analyze different presentation scenarios in an exemplary fashion and discuss how beneficial and comprehensive the involved techniques are for the audience. We argue that interaction techniques complement the visualization in an interactive presentation scenario as they also serve as an important communication channel, and should therefore also be observed from an audience perspective rather than exclusively a user perspective.
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- 2014
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221. Ultrasound Surface Extraction Using Radial Basis Functions
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Englund, Rickard, Ropinski, Timo, Englund, Rickard, and Ropinski, Timo
- Abstract
Data acquired from ultrasound examinations is of interest not only for the physician, but also for the patient. While the physician uses the ultrasound data for diagnostic purposes the patient might be more interested in beautiful images in the case of prenatal imaging. Ultrasound data is noisy by nature and visually compelling 3D renderings are not always trivial to produce. This paper presents a technique which enables extraction of a smooth surface mesh from the ultrasound data by combining previous research in ultrasound processing with research in point cloud surface reconstruction. After filtering the ultrasound data using Variational Classification we extract a set of surface points. This set of points is then used to train an Adaptive Compactly Supported Radial Basis Functions system, a technique for surface reconstruction of noisy laser scan data. The resulting technique can be used to extract surfaces with adjustable smoothness and resolution and has been tested on various ultrasound datasets.
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- 2014
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222. Verifying Volume Rendering Using Discretization Error Analysis
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Etiene, Tiago, Jönsson, Daniel, Ropinski, Timo, Scheidegger, Carlos, Comba, Joao L. D., Gustavo Nonato, Luis, Kirby, Robert M., Ynnerman, Anders, Silva, Claudio T., Etiene, Tiago, Jönsson, Daniel, Ropinski, Timo, Scheidegger, Carlos, Comba, Joao L. D., Gustavo Nonato, Luis, Kirby, Robert M., Ynnerman, Anders, and Silva, Claudio T.
- Abstract
We propose an approach for verification of volume rendering correctness based on an analysis of the volume rendering integral, the basis of most DVR algorithms. With respect to the most common discretization of this continuous model (Riemann summation), we make assumptions about the impact of parameter changes on the rendered results and derive convergence curves describing the expected behavior. Specifically, we progressively refine the number of samples along the ray, the grid size, and the pixel size, and evaluate how the errors observed during refinement compare against the expected approximation errors. We derive the theoretical foundations of our verification approach, explain how to realize it in practice, and discuss its limitations. We also report the errors identified by our approach when applied to two publicly available volume rendering packages.
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- 2014
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223. Continuous Levels-of-Detail and Visual Abstraction for Seamless Molecular Visualization
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Parulek, Julius, Jönsson, Daniel, Ropinski, Timo, Bruckner, Stefan, Ynnerman, Anders, Viola, Ivan, Parulek, Julius, Jönsson, Daniel, Ropinski, Timo, Bruckner, Stefan, Ynnerman, Anders, and Viola, Ivan
- Abstract
Molecular visualization is often challenged with rendering of large molecular structures in real time. We introduce a novel approach that enables us to show even large protein complexes. Our method is based on the level-of-detail concept, where we exploit three different abstractions combined in one visualization. Firstly, molecular surface abstraction exploits three different surfaces, solvent-excluded surface (SES), Gaussian kernels and van der Waals spheres, combined as one surface by linear interpolation. Secondly, we introduce three shading abstraction levels and a method for creating seamless transitions between these representations. The SES representation with full shading and added contours stands in focus while on the other side a sphere representation of a cluster of atoms with constant shading and without contours provide the context. Thirdly, we propose a hierarchical abstraction based on a set of clusters formed on molecular atoms. All three abstraction models are driven by one importance function classifying the scene into the near-, mid- and far-field. Moreover, we introduce a methodology to render the entire molecule directly using the A-buffer technique, which further improves the performance. The rendering performance is evaluated on series of molecules of varying atom counts., Funding Agencies|PhysioIllustration research project - Norwegian Research Council [218023]; Vienna Science and Technology Fund (WWTF) [VRG11-010]; EC Marie Curie Career Integration Grant [PCIG13-GA-2013-618680]; Excellence Center at Linkoping and Lund in Information Technology (ELLIIT); Swedish Research Council through the Linnaeus Center for Control, Autonomy, and Decisionmaking in Complex Systems (CADICS); Swedish e-Science Research Centre (SeRC); VR [2011-4113]
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- 2014
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224. The ultrasound visualization pipeline
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Birkeland, A., Solteszova, V., Honigmann, D., Gilja, O.H., Brekke, S., Ropinski, Timo, Viola, I., Birkeland, A., Solteszova, V., Honigmann, D., Gilja, O.H., Brekke, S., Ropinski, Timo, and Viola, I.
- Abstract
Radiology is one of themain tools inmodernmedicine.Anumerous set of deceases, ailments and treatments utilize accurate images of the patient. Ultrasound is one of the most frequently used imaging modality in medicine. The high spatial resolution, its interactive nature and non-invasivenessmakes it the first choice inmany examinations. Image interpretation is one of ultrasound’s main challenges. Much training is required to obtain a confident skill level in ultrasound-based diagnostics. State-of-the-art graphics techniques is needed to providemeaningful visualizations of ultrasound in real-time. In this paper we present the process-pipeline for ultrasound visualization, including an overview of the tasks performed in the specific steps. To provide an insight into the trends of ultrasound visualization research, we have selected a set of significant publications and divided them into a technique-based taxonomy covering the topics pre-processing, segmentation, registration, rendering and augmented reality. For the different technique types we discuss the difference between ultrasound-based techniques and techniques for other modalities.
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- 2014
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225. Quantitative Analysis of Knee Movement Patterns through Comparative Visualization
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Tan Nguyen, Khoa, Gauffin, Håkan, Ynnerman, Anders, Ropinski, Timo, Tan Nguyen, Khoa, Gauffin, Håkan, Ynnerman, Anders, and Ropinski, Timo
- Published
- 2014
226. An interactive visualization system for urban search & rescue mission planning
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Bock, Alexander, Kleiner, A., Lundberg, Jonas, Ropinski, Timo, Bock, Alexander, Kleiner, A., Lundberg, Jonas, and Ropinski, Timo
- Abstract
We present a visualization system for incident commanders in urban search and rescue scenarios that supports the inspection and access path planning in post-disaster structures. Utilizing point cloud data acquired from unmanned robots, the system allows for assessment of automatically generated paths, whose computation is based on varying risk factors, in an interactive 3D environment increasing immersion. The incident commander interactively annotates and reevaluates the acquired point cloud based on live feedback. We describe design considerations, technical realization, and discuss the results of an expert evaluation that we conducted to assess our system.
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- 2014
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227. 3D Modeling and Design Supported Via Interscopic Interaction Strategies
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Steinicke, Frank, primary, Ropinski, Timo, additional, Bruder, Gerd, additional, and Hinrichs, Klaus, additional
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228. Focus+Context Resolution Adaption for Autostereoscopic Displays
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Ropinski, Timo, primary, Steinicke, Frank, additional, Bruder, Gerd, additional, and Hinrichs, Klaus, additional
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229. Supporting Spatial Cognition in Vascular Visualization
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Ropinski, Timo, primary, Meyer-Spradow, Jennis, additional, Steinicke, Frank, additional, and Hinrichs, Klaus, additional
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230. OBJECT SELECTION IN VIRTUAL ENVIRONMENTS USING AN IMPROVED VIRTUAL POINTER METAPHOR
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Steinicke, Frank, primary, Ropinski, Timo, additional, and Hinrichs, Klaus, additional
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231. Interaction techniques as a communication channel when presenting 3D visualizations
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Sunden, Erik, primary, Bock, Alexander, additional, Jonsson, Daniel, additional, Ynnerman, Anders, additional, and Ropinski, Timo, additional
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- 2014
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232. An interactive visualization system for urban search & rescue mission planning
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Bock, Alexander, primary, Kleiner, Alexander, additional, Lundberg, Jonas, additional, and Ropinski, Timo, additional
- Published
- 2014
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233. Continuous Levels‐of‐Detail and Visual Abstraction for Seamless Molecular Visualization
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Parulek, Julius, primary, Jönsson, Daniel, additional, Ropinski, Timo, additional, Bruckner, Stefan, additional, Ynnerman, Anders, additional, and Viola, Ivan, additional
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- 2014
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234. Guiding Deep Brain Stimulation Interventions by Fusing Multimodal Uncertainty Regions
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Bock, Alexander, Lang, Norbert, Evangelista, Gianpaolo, Lehrke, Ralph, Ropinski, Timo, Bock, Alexander, Lang, Norbert, Evangelista, Gianpaolo, Lehrke, Ralph, and Ropinski, Timo
- Abstract
Deep Brain Stimulation (DBS) is a surgical intervention that is known to reduce or eliminate the symptoms of common movement disorders, such as Parkinson.s disease, dystonia, or tremor. During the intervention the surgeon places electrodes inside of the patient.s brain to stimulate speci.c regions. Since these regions span only a couple of millimeters, and electrode misplacement has severe consequences, reliable and accurate navigation is of great importance. Usually the surgeon relies on fused CT and MRI data sets, as well as direct feedback from the patient. More recently Microelectrode Recordings (MER), which support navigation by measuring the electric .eld of the patient.s brain, are also used. We propose a visualization system that fuses the different modalities: imaging data, MER and patient checks, as well as the related uncertainties, in an intuitive way to present placement-related information in a consistent view with the goal of supporting the surgeon in the .nal placement of the stimulating electrode. We will describe the design considerations for our system, the technical realization, present the outcome of the proposed system, and provide an evaluation.
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- 2013
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235. Proceedings of SIGRAD 2013, Visual Computing, June 13-14, 2013, Norrköping, Sweden
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Unger, Jonas, Ropinski, Timo, Unger, Jonas, and Ropinski, Timo
- Abstract
SIGRAD 2013 We are happy to announce the 12th SIGRAD Conference Proceedings. SIGRAD 2013 will be held in Norrköping, Sweden, on June 13 and 14, 2013. SIGRAD 2013 focuses on visual computing, and solicits the submission of original research papers that advance the state-ofthe-art of one of the subareas of visual computing, ranging from computer graphics and visualization to human-computer-interaction. SIGRAD 2013 is the premier Nordic forum for computer graphics and visualization advances for academia, and industry. This annual event brings together researchers and practitioners with interest in techniques, tools, and technology from various fields such as computer graphics,visualization, visual analytics, or human-computer interaction. Each paper in this conference proceedings was peerreviewed by at least three reviewers from the international program committee consisting of 26 experts listed below. Based on this set of reviews, the conference co-chairs accepted 9 papers in total and compiled the final program. Jonas Unger and Timo Ropinski
- Published
- 2013
236. Large-Scale Multiple Sequence Alignment Visualization through Gradient Vector Flow Analysis
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Tan Nguyen, Khoa, Ropinski, Timo, Tan Nguyen, Khoa, and Ropinski, Timo
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Multiple sequence alignment (MSA) is essential as an initial step in studying molecular phylogeny as well as during the identification of genomic rearrangements. Recent advances in sequencing techniques have led to a tremendous increase in the number of sequences to be analyzed. As a result, a greater demand is being placed on visualization techniques, as they have the potential to reveal the underlying information in large-scale MSAs. In this work, we present a novel visualization technique for conveying the patterns in large-scale MSAs. By applying gradient vector flow analysis to the MSA data, we can extract and visually emphasize conservations and other patterns that are relevant during the MSA exploration process. In contrast to the traditional visual representation of MSAs, which exploits color-coded tables, the proposed visual metaphor allows us to provide an overview of large MSAs as well as to highlight global patterns, outliers, and data distributions. We will motivate and describe the proposed algorithm, and further demonstrate its application to large-scale MSAs.
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- 2013
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237. Comparison of Volumetric Illumination Methods by Considering the Underlying Optical Models
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Rostamzadeh, Neda, Jönsson, Daniel, Ropinski, Timo, Rostamzadeh, Neda, Jönsson, Daniel, and Ropinski, Timo
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In this paper, we study and analyze seven state-of-the-art volumetric illumination methods, in order to determine their differences with respect to the underlying theoretical mathematical models and numerical problems potentially arising during implementation. The chosen models are half angle slicing, directional occlusion shading, multidirectional occlusion shading, shadow volume propagation, spherical harmonic lighting, dynamic ambient occlusion and progressive photon mapping. We put these models into a unified mathematical framework, which allows them to be compared among each other as well as to the global volume rendering equation. We will discuss the mathematical differences of the compared models and describe the numerical implications of the simplifications made by each method, CADICS, CMIV
- Published
- 2013
238. Analyzing and Reducing DTI Tracking Uncertainty by Combining Deterministic and Stochastic Approaches
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Tan Nguyen, Khoa, Ynnerman, Anders, Ropinski, Timo, Tan Nguyen, Khoa, Ynnerman, Anders, and Ropinski, Timo
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Diffusion Tensor Imaging (DTI) in combination with fiber tracking algorithms enables visualization and characterization of white matter structures in the brain. However, the low spatial resolution associated with the inherently low signal-to-noise ratio of DTI has raised concerns regarding the reliability of the obtained fiber bundles. Therefore, recent advancements in fiber tracking algorithms address the accuracy of the reconstructed fibers. In this paper, we propose a novel approach for analyzing and reducing the uncertainty of densely sampled 3D DTI fibers in biological specimens. To achieve this goal, we derive the uncertainty in the reconstructed fiber tracts using different deterministic and stochastic fiber tracking algorithms. Through a unified representation of the derived uncertainty, we generate a new set of reconstructed fiber tracts that has a lower level of uncertainty. We will discuss our approach in detail and present the results we could achieve when applying it to several use cases.
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- 2013
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239. Quantitative Analysis of Knee Movement Patterns Through Comparative Visualization.
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Nguyen, Khoa Tan, Gauffin, Håkan, Ynnerman, Anders, and Ropinski, Timo
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- 2016
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240. Editorial: Guest Editors’ Introduction: Special Section on IEEE PacificVis 2023
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Choo, Jaegul, Ropinski, Timo, and Hu, Yifan
- Abstract
This special section of the IEEE Transactions on Visualization and Computer Graphics (IEEE TVCG) presents the five most highly rated papers from the 2023 IEEE Pacific Visualization Symposium (IEEE PacificVis), hosted in Seoul, Korea from April 18 to Apr 21, 2023. IEEE PacificVis, sponsored by the IEEE Visualization and Graphics Technical Committee (VGTC), aims to foster greater exchange between visualization researchers and practitioners, especially in the Asia-Pacific region. This forum has grown to be a truly international event, attracting submissions and attendees from many countries, not only in the Asia-Pacific but also in Europe, America, and beyond. Thus, IEEE PacificVis is serving the additional purpose of sharing the latest advances in the field of visualization with researchers and practitioners in the region and, also, introducing research developments from the region to the broader international visualization research community.
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- 2023
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241. GPU-Accelerated Direct Volume Rendering of Finite Element Data Sets
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Liu, Bingchen, Bock, Alexander, Ropinski, Timo, Nash, Martyn, Nielsen, Poul, Wünsche, Burkhard, Liu, Bingchen, Bock, Alexander, Ropinski, Timo, Nash, Martyn, Nielsen, Poul, and Wünsche, Burkhard
- Abstract
Direct Volume Rendering of Finite Element models is challengingsince the visualisation process is performed in worldcoordinates, whereas data fields are usually defined overthe elements’ material coordinate system. In this paper wepresent a framework for Direct Volume Rendering of FiniteElement models. We present several novel implementationsvisualising Finite Element data directly without requiring resamplinginto world coordinates. We evaluate the methodsusing several biomedical Finite Element models. Our GPUimplementation of ray-casting in material coordinates usingdepth peeling is several orders of magnitude faster than thecorresponding CPU approach, and our new ray interpolationapproach achieves near interactive frame rates for high-orderfinite element models at high resolutions.
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- 2012
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242. Historygrams : Enabling Interactive Global Illumination in Direct Volume Rendering using Photon Mapping
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Jönsson, Daniel, Kronander, Joel, Ropinski, Timo, Ynnerman, Anders, Jönsson, Daniel, Kronander, Joel, Ropinski, Timo, and Ynnerman, Anders
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In this paper, we enable interactive volumetric global illumination by extending photon mapping techniques to handle interactive transfer function (TF) and material editing in the context of volume rendering. We propose novel algorithms and data structures for finding and evaluating parts of a scene affected by these parameter changes, and thus support efficient updates of the photon map. In direct volume rendering (DVR) the ability to explore volume data using parameter changes, such as editable TFs, is of key importance. Advanced global illumination techniques are in most cases computationally too expensive, as they prevent the desired interactivity. Our technique decreases the amount of computation caused by parameter changes, by introducing Historygrams which allow us to efficiently reuse previously computed photon media interactions. Along the viewing rays, we utilize properties of the light transport equations to subdivide a view-ray into segments and independently update them when invalid. Unlike segments of a view-ray, photon scattering events within the volumetric medium needs to be sequentially updated. Using our Historygram approach, we can identify the first invalid photon interaction caused by a property change, and thus reuse all valid photon interactions. Combining these two novel concepts, supports interactive editing of parameters when using volumetric photon mapping in the context of DVR. As a consequence, we can handle arbitrarily shaped and positioned light sources, arbitrary phase functions, bidirectional reflectance distribution functions and multiple scattering which has previously not been possible in interactive DVR., Funding Agencies|Excellence Center at Linkoping and Lund in Information Technology (ELLIIT)||Swedish e-Science Research Centre (SeRC), CADICS, CMIV
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- 2012
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243. Supporting Deep Brain Stimulation Interventions by Fusing Microelectrode Recordings with Imaging Data
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Bock, Alexander, Lang, Norbert, Evangelista, Gianpaolo, Lehrke, Ralph, Ropinski, Timo, Bock, Alexander, Lang, Norbert, Evangelista, Gianpaolo, Lehrke, Ralph, and Ropinski, Timo
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- 2012
244. The Ultrasound Visualization Pipeline - A Survey
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Birkeland, Åsmund, Solteszova, Veronika, Hönigmann, Dieter, Helge Gilja, Odd, Brekke, Svein, Ropinski, Timo, Viola, Ivan, Birkeland, Åsmund, Solteszova, Veronika, Hönigmann, Dieter, Helge Gilja, Odd, Brekke, Svein, Ropinski, Timo, and Viola, Ivan
- Abstract
Ultrasound is one of the most frequently used imaging modality in medicine. The high spatial resolution, its interactive nature and non-invasiveness makes it the first choice in many examinations. Image interpretation is one of ultrasound's main challenges. Much training is required to obtain a confident skill level in ultrasound-based diagnostics. State-of-the-art graphics techniques is needed to provide meaningful visualizations of ultrasound in real-time. In this paper we present the process-pipeline for ultrasound visualization, including an overview of the tasks performed in the specific steps. To provide an insight into the trends of ultrasound visualization research, we have selected a set of significant publications and divided them into a technique-based taxonomy covering the topics pre-processing, segmentation, registration, rendering and augmented reality. For the different technique types we discuss the difference between ultrasound-based techniques and techniques for other modalities.
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- 2012
245. Eurographics Visual Computing for Biology and Medicine
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Ropinski, Timo, Ynnerman, Anders, Botha, Charl, Roerdink, Jos, Ropinski, Timo, Ynnerman, Anders, Botha, Charl, and Roerdink, Jos
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This book contains the papers presented at the Eurographics Workshop on Visual Computing for Biology and Medicine 2012, organized by the Eurographics Association, which took place in Noroping, Sweden, on September 27-28, 2012.
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- 2012
246. Unified Boundary-Aware Texturing for Interactive Volume Rendering
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Ropinski, Timo, Diepenbrock, Stefan, Bruckner, Stefan, Hinrichs, Klaus, Groeller, Eduard, Ropinski, Timo, Diepenbrock, Stefan, Bruckner, Stefan, Hinrichs, Klaus, and Groeller, Eduard
- Abstract
In this paper, we describe a novel approach for applying texture mapping to volumetric data sets. In contrast to previous approaches, the presented technique enables a unified integration of 2D and 3D textures and thus allows to emphasize material boundaries as well as volumetric regions within a volumetric data set at the same time. One key contribution of this paper is a parametrization technique for volumetric data sets, which takes into account material boundaries and volumetric regions. Using this technique, the resulting parametrizations of volumetric data sets enable texturing effects which create a higher degree of realism in volume rendered images. We evaluate the quality of the parametrization and demonstrate the usefulness of the proposed concepts by combining volumetric texturing with volumetric lighting models to generate photorealistic volume renderings. Furthermore, we show the applicability in the area of illustrative visualization., Funding Agencies|Deutsche Forschungsgemeinschaft (DFG)||ELLIIT||Strategic Area for ICT research||Swedish Government||ViMaL project (FWF)|P21695||SFB 656 MoBil
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- 2012
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247. Explicit Cache Management for Volume Ray-Casting on Parallel Architectures
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Jönsson, Daniel, Ganestam, Per, Doggett, Michael, Ynnerman, Anders, Ropinski, Timo, Jönsson, Daniel, Ganestam, Per, Doggett, Michael, Ynnerman, Anders, and Ropinski, Timo
- Abstract
A major challenge when designing general purpose graphics hardware is to allow efficient access to texture data. Although different rendering paradigms vary with respect to their data access patterns, there is no flexibility when it comes to data caching provided by the graphics architecture. In this paper we focus on volume ray-casting, and show the benefits of algorithm-aware data caching. Our Marching Caches method exploits inter-ray coherence and thus utilizes the memory layout of the highly parallel processors by allowing them to share data througha cache which marches along with the ray front. By exploiting Marching Caches we can apply higher-order reconstruction and enhancement filters to generate more accurate and enriched renderings with an improved rendering performance. We have tested our Marching Caches with seven different filters, e. g., Catmul-Rom, B-spline, ambient occlusion projection, and could show that a speed up of four times can be achieved compared to using the caching implicitly provided by the graphics hardware, and that the memory bandwidth to global memory can be reduced by orders of magnitude. Throughout the paper, we will introduce the Marching Cache concept, provide implementation details and discuss the performance and memory bandwidth impact when using different filters., CADICS, CMIV
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- 2012
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248. State of The Art Report on Interactive Volume Rendering with Volumetric Illumination
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Jönsson, Daniel, Sundén, Erik, Ynnerman, Anders, Ropinski, Timo, Jönsson, Daniel, Sundén, Erik, Ynnerman, Anders, and Ropinski, Timo
- Abstract
Interactive volume rendering in its standard formulation has become an increasingly important tool in many application domains. In recent years several advanced volumetric illumination techniques to be used in interactive scenarios have been proposed. These techniques claim to have perceptual benefits as well as being capable of producing more realistic volume rendered images. Naturally, they cover a wide spectrum of illumination effects, including varying shadowing and scattering effects. In this article, we review and classify the existing techniques for advanced volumetric illumination. The classification will be conducted based on their technical realization, their performance behavior as well as their perceptual capabilities. Based on the limitations revealed in this review, we will define future challenges in the area of interactive advanced volumetric illumination., CADICS, CMIV
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- 2012
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249. Coherency-Based Curve Compression for High-Order Finite Element Model Visualization
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Bock, Alexander, Sundén, Erik, Liu, Bingchen, Wuensche, Burkhard, Ropinski, Timo, Bock, Alexander, Sundén, Erik, Liu, Bingchen, Wuensche, Burkhard, and Ropinski, Timo
- Abstract
Finite element (FE) models are frequently used in engineering and life sciences within time-consuming simulations. In contrast with the regular grid structure facilitated by volumetric data sets, as used in medicine or geosciences, FE models are defined over a non-uniform grid. Elements can have curved faces and their interior can be defined through high-order basis functions, which pose additional challenges when visualizing these models. During ray-casting, the uniformly distributed sample points along each viewing ray must be transformed into the material space defined within each element. The computational complexity of this transformation makes a straightforward approach inadequate for interactive data exploration. In this paper, we introduce a novel coherency-based method which supports the interactive exploration of FE models by decoupling the expensive world-to-material space transformation from the rendering stage, thereby allowing it to be performed within a precomputation stage. Therefore, our approach computes view-independent proxy rays in material space, which are clustered to facilitate data reduction. During rendering, these proxy rays are accessed, and it becomes possible to visually analyze high-order FE models at interactive frame rates, even when they are time-varying or consist of multiple modalities. Within this paper, we provide the necessary background about the FE data, describe our decoupling method, and introduce our interactive rendering algorithm. Furthermore, we provide visual results and analyze the error introduced by the presented approach., Funding Agencies|Swedish Research Council (VR)|2011-4113|Excellence Center at Linkoping and Lund in Information Technology (ELLIIT)||Swedish e-Science Research Centre (SeRC)
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- 2012
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250. Guest Editors' Introduction: Special Section on IEEE PacificVis 2022.
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Cao, Nan, Ropinski, Timo, and Zhao, Jian
- Subjects
DATA visualization ,STOCK prices ,COMPUTER graphics ,SCIENTIFIC community ,RESEARCH & development - Abstract
This special section of the IEEE Transactions on Visualization and Computer Graphics (IEEE TVCG) presents the five most highly rated papers from the 2022 IEEE Pacific Visualization Symposium (IEEE PacificVis). This year, IEEE PacificVis was scheduled to be hosted by the University of Tsukuba and held in Tsukuba, Japan, from April 11 to 14, 2022. IEEE PacificVis, sponsored by the IEEE Visualization and Graphics Technical Committee (VGTC), aims to foster greater exchange between visualization researchers and practitioners, especially in the Asia-Pacific region. This forum has grown to be a truly international event, attracting submissions and attendees from many countries in the Asia-Pacific, Europe, America, and beyond. Thus, IEEE PacificVis is serving the additional purposes of sharing the latest advances in visualization with researchers and practitioners in the region and introducing research developments in the region to the broader international visualization research community. [ABSTRACT FROM AUTHOR]
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- 2022
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