Authors
Behzad Sajadi
Aditi Majumder

DOI Bookmark: http://doi.ieeecomputersociety.org/10.1109/TVCG.2009.166

Abstract
In this paper, we present the first algorithm to geometrically register multiple projectors in a view-independent manner (i.e. wallpapered) on a common type of curved surface, vertically extruded surface, using an uncalibrated camera without attaching any obtrusive markers to the display screen. Further, it can also tolerate large non-linear geometric distortions in the projectors as is common when mounting short throw lenses to allow a compact set-up. Our registration achieves sub-pixel accuracy on a large number of different vertically extruded surfaces and the image correction to achieve this registration can be run in real time on the GPU. This simple markerless registration has the potential to have a large impact on easy set-up and maintenance of large curved multi-projector displays, common for visualization, edutainment, training and simulation applications.


Authors
Maarten H. Everts
Henk Bekker
Jos B.T.M. Roerdink
Tobias Isenberg

DOI Bookmark: http://doi.ieeecomputersociety.org/10.1109/TVCG.2009.138

Abstract
We present a technique for the illustrative rendering of 3D line data at interactive frame rates. We create depth-dependent halos around lines to emphasize tight line bundles while less structured lines are de-emphasized. Moreover, the depth-dependent halos combined with depth cueing via line width attenuation increase depth perception, extending techniques from sparse line rendering to the illustrative visualization of dense line data. We demonstrate how the technique can be used, in particular, for illustrating DTI fiber tracts but also show examples from gas and fluid flow simulations and mathematics as well as describe how the technique extends to point data. We report on an informal evaluation of the illustrative DTI fiber tract visualizations with domain experts in neurosurgery and tractography who commented positively about the results and suggested a number of directions for future work.


Authors
Gustavo M. Machado
Manuel M. Oliveira
Leandro A. F. Fernandes

DOI Bookmark: http://doi.ieeecomputersociety.org/10.1109/TVCG.2009.113

Abstract
Color vision deficiency (CVD) affects approximately 200 million people worldwide, compromising the ability of these individuals to effectively perform color and visualization-related tasks. This has a significant impact on their private and professional lives. We present a physiologically-based model for simulating color vision. Our model is based on the stage theory of human color vision and is derived from data reported in electrophysiological studies. It is the first model to consistently handle normal color vision, anomalous trichromacy, and dichromacy in a unified way. We have validated the proposed model through an experimental evaluation involving groups of color vision deficient individuals and normal color vision ones. Our model can provide insights and feedback on how to improve visualization experiences for individuals with CVD. It also provides a framework for testing hypotheses about some aspects of the retinal photoreceptors in color vision deficient individuals.


Authors
Gustavo M. Machado
Manuel M. Oliveira
Leandro A. F. Fernandes

DOI Bookmark: http://doi.ieeecomputersociety.org/10.1109/TVCG.2009.113

Abstract
Color vision deficiency (CVD) affects approximately 200 million people worldwide, compromising the ability of these individuals to effectively perform color and visualization-related tasks. This has a significant impact on their private and professional lives. We present a physiologically-based model for simulating color vision. Our model is based on the stage theory of human color vision and is derived from data reported in electrophysiological studies. It is the first model to consistently handle normal color vision, anomalous trichromacy, and dichromacy in a unified way. We have validated the proposed model through an experimental evaluation involving groups of color vision deficient individuals and normal color vision ones. Our model can provide insights and feedback on how to improve visualization experiences for individuals with CVD. It also provides a framework for testing hypotheses about some aspects of the retinal photoreceptors in color vision deficient individuals.


Authors
Ming-Yuen Chan
Yingcai Wu
Wai-Ho Mak
Wei Chen
Huamin Qu

DOI Bookmark: http://doi.ieeecomputersociety.org/10.1109/TVCG.2009.172

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Slides

Abstract
The semi-transparent nature of direct volume rendered images is useful to depict layered structures in a volume. However, obtaining a semi-transparent result with the layers clearly revealed is difficult and may involve tedious adjustment on opacity and other rendering parameters. Furthermore, the visual quality of layers also depends on various perceptual factors. In this paper, we propose an auto-correction method for enhancing the perceived quality of the semi-transparent layers in direct volume rendered images. We introduce a suite of new measures based on psychological principles to evaluate the perceptual quality of transparent structures in the rendered images. By optimizing rendering parameters within an adaptive and intuitive user interaction process, the quality of the images is enhanced such that specific user requirements can be met. Experimental results on various datasets demonstrate the effectiveness and robustness of our method


Authors
Johnson Chuang
Daniel Weiskopf
Torsten Möller

DOI Bookmark: http://doi.ieeecomputersociety.org/10.1109/TVCG.2009.150

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Abstract
We propose a new perception-guided compositing operator for color blending. The operator maintains the same rules for achromatic compositing as standard operators (such as the over operator), but it modifies the computation of the chromatic channels. Chromatic compositing aims at preserving the hue of the input colors; color continuity is achieved by reducing the saturation of colors that are to change their hue value. The main benefit of hue preservation is that color can be used for proper visual labeling, even under the constraint of transparency rendering or image overlays. Therefore, the visualization of nominal data is improved. Hue-preserving blending can be used in any existing compositing algorithm, and it is particularly useful for volume rendering. The usefulness of hue-preserving blending and its visual characteristics are shown for several examples of volume visualization.


Authors
Hari Krishnan
Christoph Garth
Kenneth I. Joy

DOI Bookmark: http://doi.ieeecomputersociety.org/10.1109/TVCG.2009.190

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Abstract
Time and streak surfaces are ideal tools to illustrate time-varying vector ?elds since they directly appeal to the intuition about coherently moving particles. However, ef?cient generation of high-quality time and streak surfaces for complex, large and time-varying vector ?eld data has been elusive due to the computational effort involved. In this work, we propose a novel algorithm for computing such surfaces. Our approach is based on a decoupling of surface advection and surface adaptation and yields improved ef?ciency over other surface tracking methods, and allows us to leverage inherent parallelization opportunities in the surface advection, resulting in more rapid parallel computation. Moreover, we obtain as a result of our algorithm the entire evolution of a time or streak surface in a compact representation, allowing for interactive, high-quality rendering, visualization and exploration of the evolving surface. Finally, we discuss a number of ways to improve surface depiction through advanced rendering and texturing, while preserving interactivity, and provide a number of examples for real-world datasets and analyze the behavior of our algorithm on them.


Authors
Kai Bürger
Florian Ferstl
Holger Theisel
Rüdiger Westermann

DOI Bookmark: http://doi.ieeecomputersociety.org/10.1109/TVCG.2009.154

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Abstract
In this paper we present techniques for the visualization of unsteady flows using streak surfaces, which allow for the first time an adaptive integration and rendering of such surfaces in real-time. The techniques consist of two main components, which are both realized on the GPU to exploit computational and bandwidth capacities for numerical particle integration and to minimize bandwidth requirements in the rendering of the surface. In the construction stage, an adaptive surface representation is generated. Surface refinement and coarsening strategies are based on local surface properties like distortion and curvature. We compare two different methods to generate a streak surface: a) by computing a patch-based surface representation that avoids any interdependence between patches, and b) by computing a particle-based surface representation including particle connectivity, and by updating this connectivity during particle refinement and coarsening. In the rendering stage, the surface is either rendered as a set of quadrilateral surface patches using high-quality point-based approaches, or a surface triangulation is built in turn from the given particle connectivity and the resulting triangle mesh is rendered. We perform a comparative study of the proposed techniques with respect to surface quality, visual quality and performance by visualizing streak surfaces in real flows using different rendering options.


Authors
Roland Fraedrich
Jens Schneider
Rüdiger Westermann

DOI Bookmark: http://doi.ieeecomputersociety.org/10.1109/TVCG.2009.142

Abstract
In this paper we investigate scalability limitations in the visualization of large-scale particle-based cosmological simulations, and we present methods to reduce these limitations on current PC architectures. To minimize the amount of data to be streamed from disk to the graphics subsystem, we propose a visually continuous level-of-detail (LOD) particle representation based on a hierarchical quantization scheme for particle coordinates and rules for generating coarse particle distributions. Given the maximal world space error per level, our LOD selection technique guarantees a sub-pixel screen space error during rendering. A brick-based pagetree allows to further reduce the number of disk seek operations to be performed. Additional particle quantities like density, velocity dispersion, and radius are compressed at no visible loss using vector quantization of logarithmically encoded floating point values. By fine-grain view-frustum culling and presence acceleration in a geometry shader the required geometry throughput on the GPU can be significantly reduced. We validate the quality and scalability of our method by presenting visualizations of a particle-based cosmological dark-matter simulation exceeding 10 billion elements.


Authors
Benjamin Schindler
Raphael Fuchs
John Biddiscombe
Ronald Peikert

DOI Bookmark: http://doi.ieeecomputersociety.org/10.1109/TVCG.2009.173

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Abstract
In this paper we present a method for vortex core line extraction which operates directly on the smoothed particle hydrodynamics (SPH) representation and, by this, generates smoother and more (spatially and temporally) coherent results in an efficient way. The underlying predictor-corrector scheme is general enough to be applied to other line-type features and it is extendable to the extraction of surfaces such as isosurfaces or Lagrangian coherent structures. The proposed method exploits temporal coherence to speed up computation for subsequent time steps. We show how the predictor-corrector formulation can be specialized for several variants of vortex core line definitions including two recent unsteady extensions, and we contribute a theoretical and practical comparison of these. In particular, we reveal a close relation between unsteady extensions of Fuchs et al. and Weinkauf et al. and we give a proof of the Galilean invariance of the latter.

When visualizing SPH data, there is the possibility to use the same interpolation method for visualization as has been used for the simulation. This is different from the case of finite volume simulation results, where it is not possible to recover from the results the spatial interpolation that was used during the simulation. Such data are typically interpolated using the basic trilinear interpolant, and if smoothness is required, some artificial processing is added. In SPH data, however, the smoothing kernels are specified from the simulation, and they provide an exact and smooth interpolation of data or gradients at arbitrary points in the domain.

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