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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

High-resolution splatting

Kulka, Peter January 2001 (has links)
Volume rendering is a research area within scientific visualisation, where images are computed from volumetric data sets for visual exploration. Such data sets are typically generated by Computer aided Tomography, Magnetic Resonance Imaging, Positron Emission Tomography or gained from simulations. The data sets are usually interpreted using optical models that assign optical properties to the volume and define the illumination and shading behaviour. Volume rendering techniques may be divided into three classes: object-order, image-order or hybrid methods. Image-order or ray casting methods shoot rays from the view plane into the volume and simulate the variation of light intensities along those rays. Object-order techniques traverse the volume data set and project each volume element onto the view plane. Hybrid volume rendering techniques combine these two approaches. A very popular object-order rendering method is called splatting. This technique traverses the volume data set and projects the optical properties of each volume element onto the view plane. This thesis consists of two parts. The first part introduces two new splatting methods, collectively called high-resolution splatting, which are based on standard splatting. Both high-resolution splatting methods correct errors of splatting by applying major modifications. We propose the first method, called fast high-resolution splatting, as an alternative to standard splatting. It may be used for quick previewing, since it is faster than standard splatting and the resulting images are significantly sharper. Our second method, called complete high-resolution splatting, improves the volume reconstruction, which results in images that are very close to those produced by ray casting methods. The second part of the thesis incorporates wavelet analysis into high-resolution splatting. Wavelet analysis is a mathematical theory that decomposes volumes into multi-resolution hierarchies, which may be used to find coherence within volumes. The combination of wavelets with the high-resolution splatting method has the two advantages. Firstly the extended splatting method, called high-resolution wavelet splatting, can be directly applied to wavelet transformed volume data sets without performing an inverse transform. Secondly when visualising wavelet compressed volumes, only a small fraction of the wavelet coefficients need to be projected. For all three versions of the new high-resolution splatting method, complexity analyses, comprehensive error and performance analyses as well as implementation details are discussed.
2

High-resolution splatting

Kulka, Peter January 2001 (has links)
Volume rendering is a research area within scientific visualisation, where images are computed from volumetric data sets for visual exploration. Such data sets are typically generated by Computer aided Tomography, Magnetic Resonance Imaging, Positron Emission Tomography or gained from simulations. The data sets are usually interpreted using optical models that assign optical properties to the volume and define the illumination and shading behaviour. Volume rendering techniques may be divided into three classes: object-order, image-order or hybrid methods. Image-order or ray casting methods shoot rays from the view plane into the volume and simulate the variation of light intensities along those rays. Object-order techniques traverse the volume data set and project each volume element onto the view plane. Hybrid volume rendering techniques combine these two approaches. A very popular object-order rendering method is called splatting. This technique traverses the volume data set and projects the optical properties of each volume element onto the view plane. This thesis consists of two parts. The first part introduces two new splatting methods, collectively called high-resolution splatting, which are based on standard splatting. Both high-resolution splatting methods correct errors of splatting by applying major modifications. We propose the first method, called fast high-resolution splatting, as an alternative to standard splatting. It may be used for quick previewing, since it is faster than standard splatting and the resulting images are significantly sharper. Our second method, called complete high-resolution splatting, improves the volume reconstruction, which results in images that are very close to those produced by ray casting methods. The second part of the thesis incorporates wavelet analysis into high-resolution splatting. Wavelet analysis is a mathematical theory that decomposes volumes into multi-resolution hierarchies, which may be used to find coherence within volumes. The combination of wavelets with the high-resolution splatting method has the two advantages. Firstly the extended splatting method, called high-resolution wavelet splatting, can be directly applied to wavelet transformed volume data sets without performing an inverse transform. Secondly when visualising wavelet compressed volumes, only a small fraction of the wavelet coefficients need to be projected. For all three versions of the new high-resolution splatting method, complexity analyses, comprehensive error and performance analyses as well as implementation details are discussed.
3

High-resolution splatting

Kulka, Peter January 2001 (has links)
Volume rendering is a research area within scientific visualisation, where images are computed from volumetric data sets for visual exploration. Such data sets are typically generated by Computer aided Tomography, Magnetic Resonance Imaging, Positron Emission Tomography or gained from simulations. The data sets are usually interpreted using optical models that assign optical properties to the volume and define the illumination and shading behaviour. Volume rendering techniques may be divided into three classes: object-order, image-order or hybrid methods. Image-order or ray casting methods shoot rays from the view plane into the volume and simulate the variation of light intensities along those rays. Object-order techniques traverse the volume data set and project each volume element onto the view plane. Hybrid volume rendering techniques combine these two approaches. A very popular object-order rendering method is called splatting. This technique traverses the volume data set and projects the optical properties of each volume element onto the view plane. This thesis consists of two parts. The first part introduces two new splatting methods, collectively called high-resolution splatting, which are based on standard splatting. Both high-resolution splatting methods correct errors of splatting by applying major modifications. We propose the first method, called fast high-resolution splatting, as an alternative to standard splatting. It may be used for quick previewing, since it is faster than standard splatting and the resulting images are significantly sharper. Our second method, called complete high-resolution splatting, improves the volume reconstruction, which results in images that are very close to those produced by ray casting methods. The second part of the thesis incorporates wavelet analysis into high-resolution splatting. Wavelet analysis is a mathematical theory that decomposes volumes into multi-resolution hierarchies, which may be used to find coherence within volumes. The combination of wavelets with the high-resolution splatting method has the two advantages. Firstly the extended splatting method, called high-resolution wavelet splatting, can be directly applied to wavelet transformed volume data sets without performing an inverse transform. Secondly when visualising wavelet compressed volumes, only a small fraction of the wavelet coefficients need to be projected. For all three versions of the new high-resolution splatting method, complexity analyses, comprehensive error and performance analyses as well as implementation details are discussed.
4

High-resolution splatting

Kulka, Peter January 2001 (has links)
Volume rendering is a research area within scientific visualisation, where images are computed from volumetric data sets for visual exploration. Such data sets are typically generated by Computer aided Tomography, Magnetic Resonance Imaging, Positron Emission Tomography or gained from simulations. The data sets are usually interpreted using optical models that assign optical properties to the volume and define the illumination and shading behaviour. Volume rendering techniques may be divided into three classes: object-order, image-order or hybrid methods. Image-order or ray casting methods shoot rays from the view plane into the volume and simulate the variation of light intensities along those rays. Object-order techniques traverse the volume data set and project each volume element onto the view plane. Hybrid volume rendering techniques combine these two approaches. A very popular object-order rendering method is called splatting. This technique traverses the volume data set and projects the optical properties of each volume element onto the view plane. This thesis consists of two parts. The first part introduces two new splatting methods, collectively called high-resolution splatting, which are based on standard splatting. Both high-resolution splatting methods correct errors of splatting by applying major modifications. We propose the first method, called fast high-resolution splatting, as an alternative to standard splatting. It may be used for quick previewing, since it is faster than standard splatting and the resulting images are significantly sharper. Our second method, called complete high-resolution splatting, improves the volume reconstruction, which results in images that are very close to those produced by ray casting methods. The second part of the thesis incorporates wavelet analysis into high-resolution splatting. Wavelet analysis is a mathematical theory that decomposes volumes into multi-resolution hierarchies, which may be used to find coherence within volumes. The combination of wavelets with the high-resolution splatting method has the two advantages. Firstly the extended splatting method, called high-resolution wavelet splatting, can be directly applied to wavelet transformed volume data sets without performing an inverse transform. Secondly when visualising wavelet compressed volumes, only a small fraction of the wavelet coefficients need to be projected. For all three versions of the new high-resolution splatting method, complexity analyses, comprehensive error and performance analyses as well as implementation details are discussed.
5

Uma nova estratégia para renderizar descontinuidades e superfícies intersectantes em modelos baseados em splats / A New strategy for render and surface discontinuities in models based on intersecting splats

Ivo, Rafael Fernandes January 2011 (has links)
IVO, Rafael Fernandes. Uma nova estratégia para renderizar descontinuidades e superfícies intersectantes em modelos baseados em splats. 2011. 87 f. Dissertação (Mestrado em ciência da computação)- Universidade Federal do Ceará, Fortaleza-CE, 2011. / Submitted by Elineudson Ribeiro (elineudsonr@gmail.com) on 2016-07-12T15:39:16Z No. of bitstreams: 1 2011_dis_rfivo.pdf: 18188495 bytes, checksum: 8bba2f9c682856ab4b475566ec0afe9a (MD5) / Approved for entry into archive by Rocilda Sales (rocilda@ufc.br) on 2016-07-21T14:07:35Z (GMT) No. of bitstreams: 1 2011_dis_rfivo.pdf: 18188495 bytes, checksum: 8bba2f9c682856ab4b475566ec0afe9a (MD5) / Made available in DSpace on 2016-07-21T14:07:35Z (GMT). No. of bitstreams: 1 2011_dis_rfivo.pdf: 18188495 bytes, checksum: 8bba2f9c682856ab4b475566ec0afe9a (MD5) Previous issue date: 2011 / Splats based models have gained increasing attention due to its potential for rendering complex geometric models efficiently and with high quality. The absence connectivity information of these models allows complex modeling operations, as Boolean operations, and fractures in physics simulations. However, these operations often generate models with edges and corners that can not be represented correctly with a finite number of splats without a treatment to be done. In this work, a neighborhood graph uses an estimate which ensures the connection of all these splats on opposite sides a discontinuity and that need to be clipped against each other. After using a method for detecting discontinuities in the generated graph, the neighbors participating in the a splat clipping, clip partners are determined to cut out and sorted splat so as to adapt it to the curve of discontinuity. Another problem encountered in rendering models based on reconstruction of splats is intersecting surfaces. Close intersections of surfaces, the surfaces are mixed, resulting in artifacts. to treat these cases, a segmentation algorithm performs separation of the various surfaces present in the model, identifying the splats that form and hold them to be combined into areas near the intersections of surfaces in the surface reconstruction phase space image. / Modelos baseados em splats têm ganhado crescente atenção devido a seu potencial para renderizações de modelos geométricos complexos de forma eficiente e com alta qualidade. A ausência de informações de conectividade desses modelos permite operações de modelagem complexas, como operações booleanas, e fraturas em simulações físicas. Entretanto, essas operações geralmente geram modelos com arestas e cantos que não podem ser representados corretamente com um número finito de splats sem que um tratamento seja feito. Neste trabalho, um grafo de vizinhança utiliza uma estimativa que garante a conexão de todos os splats presentes em lados opostos de uma descontinuidade e que precisam ser recortados uns contra os outros. Após utilizar um método de detecção de descontinuidades no grafo gerado, os vizinhos que participam do recorte de um splat, os clip partners, são determinados e classificados para que recortem o splat de forma a adaptá-lo à curva da descontinuidade. Outro problema encontrado na renderização de modelos baseados em splats é reconstrução de superfícies intersectantes. Nas proximidades de interseções de superfícies, as superfícies são misturadas, resultando em artefatos. Para tratar esses casos, um algoritmo de segmentação realiza a separação das diversas superfícies presentes no modelo, identificando os splats que as formam e impedindo que eles sejam combinados em áreas próximas de interseções de superfícies na etapa de reconstrução da superfície em espaço de imagem.
6

Uma Nova EstratÃgia para Renderizar Descontinuidades e SuperfÃcies Intersectantes em Modelos Baseados em Splats / A New Strategy for Render and Surface Discontinuities in Models Based on Intersecting Splats

Rafael Fernandes Ivo 25 February 2011 (has links)
nÃo hà / Modelos baseados em splats tÃm ganhado crescente atenÃÃo devido a seu potencial para renderizaÃÃes de modelos geomÃtricos complexos de forma eficiente e com alta qualidade. A ausÃncia de informaÃÃes de conectividade desses modelos permite operaÃÃes de modelagem complexas, como operaÃÃes booleanas, e fraturas em simulaÃÃes fÃsicas. Entretanto, essas operaÃÃes geralmente geram modelos com arestas e cantos que nÃo podem ser representados corretamente com um nÃmero finito de splats sem que um tratamento seja feito. Neste trabalho, um grafo de vizinhanÃa utiliza uma estimativa que garante a conexÃo de todos os splats presentes em lados opostos de uma descontinuidade e que precisam ser recortados uns contra os outros. ApÃs utilizar um mÃtodo de detecÃÃo de descontinuidades no grafo gerado, os vizinhos que participam do recorte de um splat, os clip partners, sÃo determinados e classificados para que recortem o splat de forma a adaptÃ-lo à curva da descontinuidade. Outro problema encontrado na renderizaÃÃo de modelos baseados em splats à reconstruÃÃo de superfÃcies intersectantes. Nas proximidades de interseÃÃes de superfÃcies, as superfÃcies sÃo misturadas, resultando em artefatos. Para tratar esses casos, um algoritmo de segmentaÃÃo realiza a separaÃÃo das diversas superfÃcies presentes no modelo, identificando os splats que as formam e impedindo que eles sejam combinados em Ãreas prÃximas de interseÃÃes de superfÃcies na etapa de reconstruÃÃo da superfÃcie em espaÃo de imagem / Splats based models have gained increasing attention due to its potential for rendering complex geometric models efficiently and with high quality. The absence connectivity information of these models allows complex modeling operations, as Boolean operations, and fractures in physics simulations. However, these operations often generate models with edges and corners that can not be represented correctly with a finite number of splats without a treatment to be done. In this work, a neighborhood graph uses an estimate which ensures the connection of all these splats on opposite sides a discontinuity and that need to be clipped against each other. After using a method for detecting discontinuities in the generated graph, the neighbors participating in the a splat clipping, clip partners are determined to cut out and sorted splat so as to adapt it to the curve of discontinuity. Another problem encountered in rendering models based on reconstruction of splats is intersecting surfaces. Close intersections of surfaces, the surfaces are mixed, resulting in artifacts. to treat these cases, a segmentation algorithm performs separation of the various surfaces present in the model, identifying the splats that form and hold them to be combined into areas near the intersections of surfaces in the surface reconstruction phase space image
7

Vizualizace a modelování molekul a krystalů / Visualization and Modelling of Molecules and Crystalles

Bubník, Václav January 2008 (has links)
Aplikace pro vizualizaci a modelování molekul nejsou dosud příliš poznamenány současným hardware vyvinutým pro potřeby počítačových her. Cílem projektu je navrhnout intuitivní rozhraní s novými widgety specializovanými na atomové struktury a vizualizací využívající moderní hardware grafických karet. Důležitou částí je také dosažení vysoké přesnosti modelování, obvykle dostupné pouze u profesionálních CAD programů.
8

Vizualizace objemových dat pomocí volume renderingu / 3D Volume Rendering Data Visualization

Kazík, Jiří January 2009 (has links)
Theoretical part of this project is focused on rendering of volumetric data. It compares and appraise individual methods and thus readers get a good basic knowledge of commonnest causes of problems. Texture Mapped Volume Rendering and Volume Ray-casting methods are described in detail and the latter method is used in implementation of graphic system designed in this thesis. Secondary goals of this work are usage of less powerful hardware for volume-rendering, methods of optimization and dynamic change of output quality.
9

Nanášení fotonů na hierarchii obrazových vzorků / Photon Splatting Using a View-Sample Cluster Hierarchy

Kiss, Marcel January 2019 (has links)
This thesis deals with the techniques of global illumination of the scene. The theoretical part discusses various techniques, focusing on processing in real-time using various optimization methods. It focuses to the technology of photon splatting using view sample cluster hierarchy. The main part is analysis, implenetation and measurement of mentioned method.
10

Zobrazování medicínských dat v reálném čase / Medical Data Rendering in Real-Time

Lengyel, Kristián January 2010 (has links)
This thesis deals with design and implementation of an application for medical data imaging in real-time. The first part of project is focused on methods for obtaining data in medical practice and visualization of large volume data on computer using familiar rendering approaches. Similar applications are used outside of medicine in other fields, such as chemistry to display molecular structures or microorganisms. Another part of project will focus on benefits of visualization of volumetric data using programmable hardware and new methods of parallelization of algorithms on graphics card using CUDA technology, and OpenCL. The resulting application will display the volume of medical data based on selected method accelerated by programmable shaders, and time-consuming operations will be paralleled on graphics card.

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