Quantitatively Visualizing Uncertainty Information using Volume Ray-Casting Rendering, Linked View and Scatter Plot for Volumetric Data

Author(s):  
Ji Ma ◽  
David Murphy ◽  
Cian O'Mathuna ◽  
Michael Hayes ◽  
Gregory Provan
Author(s):  
JIANLONG ZHOU ◽  
ZHIYAN WANG ◽  
KLAUS D. TÖNNIES

In this paper, a new approach named focal region-based volume rendering for visualizing internal structures of volumetric data is presented. This approach presents volumetric information through integrating context information as the structure analysis of the data set with a lens-like focal region rendering to show more detailed information. This feature-based approach contains three main components: (i) A feature extraction model using 3D image processing techniques to explore the structure of objects to provide contextual information; (ii) An efficient ray-bounded volume ray casting rendering to provide the detailed information of the volume of interest in the focal region; (iii) The tools used to manipulate focal regions to make this approach more flexible. The approach provides a powerful framework for producing detailed information from volumetric data. Providing contextual information and focal region renditions at the same time has the advantages of easy to understand and comprehend volume information for the scientist. The interaction techniques provided in this approach make the focal region-based volume rendering more flexible and easy to use.


2009 ◽  
Vol 17 (1-2) ◽  
pp. 173-184 ◽  
Author(s):  
Jusub Kim ◽  
Joseph JaJa

Interactive high quality volume rendering is becoming increasingly more important as the amount of more complex volumetric data steadily grows. While a number of volumetric rendering techniques have been widely used, ray casting has been recognized as an effective approach for generating high quality visualization. However, for most users, the use of ray casting has been limited to datasets that are very small because of its high demands on computational power and memory bandwidth. However the recent introduction of the Cell Broadband Engine (Cell B.E.) processor, which consists of 9 heterogeneous cores designed to handle extremely demanding computations with large streams of data, provides an opportunity to put the ray casting into practical use. In this paper, we introduce an efficient parallel implementation of volume ray casting on the Cell B.E. The implementation is designed to take full advantage of the computational power and memory bandwidth of the Cell B.E. using an intricate orchestration of the ray casting computation on the available heterogeneous resources. Specifically, we introduce streaming model based schemes and techniques to efficiently implement acceleration techniques for ray casting on Cell B.E. In addition to ensuring effective SIMD utilization, our method provides two key benefits: there is no cost for empty space skipping and there is no memory bottleneck on moving volumetric data for processing. Our experimental results show that we can interactively render practical datasets on a single Cell B.E. processor.


2019 ◽  
Vol 84 ◽  
pp. 66-76 ◽  
Author(s):  
Leonardo Q. Campagnolo ◽  
Waldemar Celes

Author(s):  
Xiaobo Peng ◽  
Weihan Zhang ◽  
Sai-Gowthami Asam ◽  
Ming C. Leu

This paper presents a new method for surface reconstruction from dexel data for virtual sculpting. We are in the midst of developing a dexel model based sculpting system having the capability of interactive solid modeling with haptics interface. The geometric modeling of our sculpting system is based on the Sweep Differential Equation method to compute the boundary of the tool swept volume. Ray casting is used to perform Boolean operations between the tool swept volume and the virtual stock in dexel models to simulate the sculpting process. The dexel data are converted to a series of planar contours in parallel slices (i.e. cross sections). The overlapping ratio between two contour areas is used as the criterion for deciding on the corresponding contours in two adjacent slices. The tiling problem is tackled by using the rule of the shortest distance between points on two corresponding contours. The branching problem is solved by adding one line segment between two contours to form one composite contour. Examples are given to demonstrate the ability of the developed code to convert from dexel data to triangular meshes for the viewing of a sculpted model in different directions.


Author(s):  
Guilherme Cox ◽  
Cleomar Silva ◽  
Leandro Cupertino ◽  
Cristiana Bentes ◽  
Ricardo Farias

2008 ◽  
Vol 28 (5) ◽  
pp. 66-77 ◽  
Author(s):  
F. Rossler ◽  
R.P. Botchen ◽  
T. Ertl

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