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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

Volume painting: incorporating volumetric rendering with line integral convolution (LIC)

Lee, Jaewook 01 November 2005 (has links)
This thesis presents an expressive (non-photorealistic) rendering approach created by combining volumetric rendering techniques with the Line Integral Convolution (LIC) in 3D space. Although some techniques that combine volume rendering with the LIC have been introduced in computer graphics, they are mainly used for the scientific visualization fields, such as the visualization of 3D fluid fields. Unlike earlier research, we will focus on artistic representation, which is significantly different than scientific visualization research. We will implement a brush-stroke effect on the implicit surfaces by using the LIC. The implicit surfaces are described as volume datasets that are created by the voxelization of triangular meshes. To acquire smearing effects on the surface we convolve along the vector fields with the densities of the voxels of the datasets. These vector fields are defined by users as texture maps. The final images are rendered with volume ray casting, integrating colors and densities of voxels with Perlin noise along vector fields. The Perlin noise provides randomness and allows us to generate scratches. Smearing effects on the surface of an object create the illusion of 3D brush-strokes as if a painter had created brush strokes on a canvas. The rendering system is implemented using standard C and C++ programming languages. 3D models are then created using Alias MayaTM and TopmodTM.
2

Parallelized Ray Casting Volume Rendering and 3D Segmentation with Combinatorial Map

Huang, Wenhan 27 April 2016 (has links)
Indiana University-Purdue University Indianapolis (IUPUI) / Rapid development of digital technology has enabled the real-time volume rendering of scientific data, in particular large microscopy data sets. In general, volume rendering techniques project 3D discrete datasets onto 2D image planes, with the generated views being transparent and having designated color that is not necessarily "real" color. Volume rendering techniques initially require designating a processing method that assigns different colors and transparency coefficients to different regions. Then based on the "viewer" and the dataset "location," the method will determine the final imaging effect. Current popular techniques include ray casting, splatting, shear warp, and texture-based volume rendering. Of particular interest is ray casting as it permits the display of objects interior to a dataset as well as render complex objects such as skeleton and muscle. However, ray casting requires large memory and suffers from longer processing time. One way to address this is to parallelize its implementation on programmable graphic processing hardware. This thesis proposes a GPU based ray casting algorithm that can render a 3D volume in real-time application. In addition, to implementing volume rendering techniques on programmable graphic processing hardware to decrease execution times, 3D image segmentation techniques can also be utilized to increase execution speeds. In 3D image segmentation, the dataset is partitioned into smaller sized regions based on specific properties. By using a 3D segmentation method in volume rendering applications, users can extract individual objects from within the 3D dataset for rendering and further analysis. This thesis proposes a 3D segmentation algorithm with combinatorial map that can be parallelized on graphic processing units.
3

Rzsweep: A New Volume-Rendering Technique for Uniform Rectilinear Datasets

Chaudhary, Gautam 10 May 2003 (has links)
A great challenge in the volume-rendering field is to achieve high-quality images in an acceptable amount of time. In the area of volume rendering, there is always a trade-off between speed and quality. Applications where only high-quality images are acceptable often use the ray-casting algorithm, but this method is computationally expensive and typically achieves low frame rates. The work presented here is RZSweep, a new volume-rendering algorithm for uniform rectilinear datasets, that gives high-quality images in a reasonable amount of time. In this algorithm a plane sweeps the vertices of the implicit grid of regular datasets in depth order, projecting all the implicit faces incident on each vertex. This algorithm uses the inherent properties of a rectilinear datasets. RZSweep is an object-order, back-toront, direct volume rendering, face projection algorithm for rectilinear datasets using the cell approach. It is a single processor serial algorithm. The simplicity of the algorithm allows the use of the graphics pipeline for hardware-assisted projection, and also, with minimum modification, a version of the algorithm that is graphics-hardware independent. Lighting, color and various opacity transfer functions are implemented for giving realism to the final resulting images. Finally, an image comparison is done between RZSweep and a 3D texture-based method for volume rendering using standard image metrics like Euclidian and geometric differences.
4

An Advanced Volume Raycasting Technique using GPU Stream Processing

Mensmann, Jörg, Ropinski,, Timo, Hinrichs, Klaus January 2010 (has links)
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.
5

Fluid surface reconstruction from particles

Williams, Brent Warren 05 1900 (has links)
Outlined is a new approach to the problem of surfacing particle-based fluid simulations. The key idea is to construct a surface that is as smooth as possible while remaining faithful to the particle locations. We describe a mesh-based algorithm that expresses the surface in terms of a constrained optimization problem. Our algorithm incorporates a secondary contribution in Marching Tiles, a generalization of the Marching Cubes isosurfacing algorithm. Marching Tiles provides guarantees on the minimum vertex valence, making the surface mesh more amenable to numerical operators such as the Bilaplacian.
6

Fluid surface reconstruction from particles

Williams, Brent Warren 05 1900 (has links)
Outlined is a new approach to the problem of surfacing particle-based fluid simulations. The key idea is to construct a surface that is as smooth as possible while remaining faithful to the particle locations. We describe a mesh-based algorithm that expresses the surface in terms of a constrained optimization problem. Our algorithm incorporates a secondary contribution in Marching Tiles, a generalization of the Marching Cubes isosurfacing algorithm. Marching Tiles provides guarantees on the minimum vertex valence, making the surface mesh more amenable to numerical operators such as the Bilaplacian.
7

Fluid surface reconstruction from particles

Williams, Brent Warren 05 1900 (has links)
Outlined is a new approach to the problem of surfacing particle-based fluid simulations. The key idea is to construct a surface that is as smooth as possible while remaining faithful to the particle locations. We describe a mesh-based algorithm that expresses the surface in terms of a constrained optimization problem. Our algorithm incorporates a secondary contribution in Marching Tiles, a generalization of the Marching Cubes isosurfacing algorithm. Marching Tiles provides guarantees on the minimum vertex valence, making the surface mesh more amenable to numerical operators such as the Bilaplacian. / Science, Faculty of / Computer Science, Department of / Graduate
8

GPU Accelerated Intermixing as a Framework for Interactively Visualizing Spectral CT Data

de Ruiter, Niels Johannes Antonius January 2011 (has links)
Computed Tomography (CT) is a medical imaging modality which acquires anatomical data via the unique x-ray attenuation of materials. Yet, some clinically important materials remain difficult to distinguish with current CT technology. Spectral CT is an emerging technology which acquires multiple CT datasets for specific x-ray spectra. These spectra provide a fingerprint that allow materials to be distinguished that would otherwise look the same on conventional CT. The unique characteristics of spectral CT data motivates research into novel visualization techniques. In this thesis, we aim to provide the foundation for visualizing spectral CT data. Our initial investigation of similar multi-variate data types identified intermixing as a promising visualization technique. This promoted the development of a generic, modular and extensible intermixing framework. Therefore, the contribution of our work is a framework supporting the construction, analysis and storage of algorithms for visualizing spectral CT studies. To allow evaluation, we implemented the intermixing framework in an application called MARSCTExplorer along with a standard set of volume visualization tools. These tools provide user-interaction as well as supporting traditional visualization techniques for comparison. We evaluated our work with four spectral CT studies containing materials indistinguishable by conventional CT. Our results confirm that spectral CT can distinguish these materials, and reveal how these materials might be visualized with our intermixing framework.
9

Volume Visualisation Via Variable-Detail Non-Photorealistic Illustration

McKinley, Joanne January 2002 (has links)
The rapid proliferation of 3D volume data, including MRI and CT scans, is prompting the search within computer graphics for more effective volume visualisation techniques. Partially because of the traditional association with medical subjects, concepts borrowed from the domain of scientific illustration show great promise for enriching volume visualisation. This thesis describes the first general system dedicated to creating user-directed, variable-detail, scientific illustrations directly from volume data. In particular, using volume segmentation for explicit abstraction in non-photorealistic volume renderings is a new concept. The unique challenges and opportunities of volume data require rethinking many non-photorealistic algorithms that traditionally operate on polygonal meshes. The resulting 2D images are qualitatively different from but complementary to those normally seen in computer graphics, and inspire an analysis of the various artistic implications of volume models for scientific illustration.
10

Interactive 3D Image Analysis for Cranio-Maxillofacial Surgery Planning and Orthopedic Applications

Nysjö, Johan January 2016 (has links)
Modern medical imaging devices are able to generate highly detailed three-dimensional (3D) images of the skeleton. Computerized image processing and analysis methods, combined with real-time volume visualization techniques, can greatly facilitate the interpretation of such images and are increasingly used in surgical planning to aid reconstruction of the skeleton after trauma or disease. Two key challenges are to accurately separate (segment) bone structures or cavities of interest from the rest of the image and to interact with the 3D data in an efficient way. This thesis presents efficient and precise interactive methods for segmenting, visualizing, and analysing 3D computed tomography (CT) images of the skeleton. The methods are validated on real CT datasets and are primarily intended to support planning and evaluation of cranio-maxillofacial (CMF) and orthopedic surgery. Two interactive methods for segmenting the orbit (eye-socket) are introduced. The first method implements a deformable model that is guided and fitted to the orbit via haptic 3D interaction, whereas the second method implements a user-steered volumetric brush that uses distance and gradient information to find exact object boundaries. The thesis also presents a semi-automatic method for measuring 3D angulation changes in wrist fractures. The fractured bone is extracted with interactive mesh segmentation, and the angulation is determined with a technique based on surface registration and RANSAC. Lastly, the thesis presents an interactive and intuitive tool for segmenting individual bones and bone fragments. This type of segmentation is essential for virtual surgery planning, but takes several hours to perform with conventional manual methods. The presented tool combines GPU-accelerated random walks segmentation with direct volume rendering and interactive 3D texture painting to enable quick marking and separation of bone structures. It enables the user to produce an accurate segmentation within a few minutes, thereby removing a major bottleneck in the planning procedure.

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