8,015 Works

Multi-Perspective Detail+Overview Visualization for 3D Building Exploration

Sebastian Pasewaldt, Matthias Trapp & Jürgen Döllner
Theory and Practice of Computer Graphics

Parallel Performance Optimization of Large-Scale Unstructured Data Visualization for the Earth Simulator

L. Chen, I. Fujishiro & K. Nakajima
This paper describes some efficient parallel performance optimization strategies for large-scale unstructured data visualization on SMP cluster machines including the Earth Simulator in Japan. The three-level hybrid parallelization is employed in our implementation, consisting of message passing for inter-SMP node communication, loop directives by OpenMP for intra-SMP node parallelization, and vectorization for each processing element (PE). In order to improve the speedup performance for the hybrid parallelization, some techniques, such as multi-coloring for removing data...

Parallel Multiresolution Volume Rendering of Large Data Sets with Error-Guided Load Balancing

Chaoli Wang, Jinzhu Gao & Han-Wei Shen
We present a new parallel multiresolution volume rendering algorithm for visualizing large data sets. Using the wavelet transform, the raw data is first converted into a multiresolution wavelet tree. To eliminate the parent-child data dependency for reconstruction and achieve load-balanced rendering, we design a novel algorithm to partition the tree and distribute the data along a hierarchical space-filling curve with error-guided bucketization. At run time, the wavelet tree is traversed according to the user-specified error...

Hierarchical Visualization and Compression of Large Volume Datasets Using GPU Clusters

Magnus Strengert, Marcelo Magallón, Daniel Weiskopf, Stefan Guthe & Thomas Ertl
We describe a system for the texture-based direct volume visualization of large data sets on a PC cluster equipped with GPUs. The data is partitioned into volume bricks in object space, and the intermediate images are combined to a final picture in a sort-last approach. Hierarchical wavelet compression is applied to increase the effective size of volumes that can be handled. An adaptive rendering mechanism takes into account the viewing parameters and the properties of...

Massive Data Pre-Processing with a Cluster Based Approach

R. Borgo, V. Pascucci & R. Scopigno
Data coming from complex simulation models reach easily dimensions much greater than available computational resources. Visualization of such data still represents the most intuitive and effective tool for scientific inspection of simulated phenomena. To ease this process several techniques have been adopted mainly concerning the use of hierarchical multi-resolution representations. In this paper we present the implementation of a hierarchical indexing schema for multiresolution data tailored to overwork the computational power of distributed environments.

Animatable Facial Reflectance Fields

Tim Hawkins, Andreas Wenger, Chris Tchou, Andrew Gardner, Fredrik Göransson & Paul Debevec
We present a technique for creating an animatable image-based appearance model of a human face, able to capture appearance variation over changing facial expression, head pose, view direction, and lighting condition. Our capture process makes use of a specialized lighting apparatus designed to rapidly illuminate the subject sequentially from many different directions in just a few seconds. For each pose, the subject remains still while six video cameras capture their appearance under each of the...

All-Frequency Relighting of Non-Diffuse Objects using Separable BRDF Approximation

Rui Wang, John Tran & David Luebke
This paper presents a technique, based on pre-computed light transport and separable BRDF approximation, for interactive rendering of non-diffuse objects under all-frequency environment illumination. Existing techniques using spherical harmonics to represent environment maps and transport functions are limited to low-frequency light transport effects. Non-linear wavelet lighting approximation is able to capture all-frequency illumination and shadows for geometry relighting, but interactive rendering is currently limited to diffuse objects. Our work extends the wavelet-based approach to relighting...

Practical Rendering of Multiple Scattering Effects in Participating Media

Simon Premoze, Michael Ashikhmin, Jerry Tessendorf, Ravi Ramamoorthi & Shree Nayar
Volumetric light transport effects are significant for many materials like skin, smoke, clouds, snow or water. In particular, one must consider the multiple scattering of light within the volume. While it is possible to simulate such media using volumetric Monte Carlo or finite element techniques, those methods are very computationally expensive. On the other hand, simple analytic models have so far been limited to homogeneous and/or optically dense media and cannot be easily extended to...

Thrifty Final Gather for Radiosity

Annette Scheel, Marc Stamminger & Und Hans-Peter Seidel
Finite Element methods are well suited to the computation of the light distribution in mostly diffuse scenes, but the resulting mesh is often far from optimal to accurately represent illumination. Shadow boundaries are hard to capture in the mesh, and the illumination may contain artifacts due to light transports at different mesh hierarchy levels. To render a high quality image a costly final gather reconstruction step is usually done, which re-evaluates the illumination integral for...

Fast Remote Isosurface Visualization With Chessboarding

A. Neeman, P. Sulatycke & K. Ghose
Isosurface rendering is a technique for viewing and understanding many large data sets from both science and engineering. With the advent of multi-gigabit-per-second network backbones such as Internet2 and fast local networking technology, scientists are looking at new ways to share and explore large data sets remotely. Telemedicine, which encompasses both videoconferencing and remote visualization is likely to be in widespread use with these advances. Despite the availability of increased bandwidth, two challenges remain. First,...

Sketch Interpretation and Refinement Using Statistical Models

Saul Simhon & Gregory Dudek
We present a system for generating 2D illustrations from hand drawn outlines consisting of only curve strokes. A user can draw a coarse sketch and the system would automatically augment the shape, thickness, color and surrounding texture of the curves making up the sketch. The styles for these refinements are learned from examples whose semantics have been pre-classified. There can be several styles applicable on a curve and the system automatically identifies which one to...

A Framework for Multiperspective Rendering

J. Yu & L. McMillan
We present a framework for the direct rendering of multiperspective images. We treat multiperspective imaging systems as devices for capturing smoothly varying set of rays, and we show that under an appropriate parametrization, multiperspective images can be characterized as continuous manifolds in ray space. We use a recently introduced class of General Linear Cameras (GLC), which describe all 2D linear subspaces of rays, as primitives for constructing multiperspective images. We show GLCs when constrained by...

Rendering Forest Scenes in Real-Time

Philippe Decaudin & Fabrice Neyret
Forests are crucial for scene realism in applications such as light simulators. This paper proposes a new representation allowing for the real-time rendering of realistic forests covering an arbitrary terrain. It lets us produce dense forests corresponding to continuous non-repetitive fields made of thousands of trees with full parallax. Our representation draws on volumetric textures and aperiodic tiling: the forest consists of a set of edgecompatible prisms containing forest samples which are aperiodically mapped onto...

Image-based Rendering of the AnisotropicBRDF ofWoven Fabrics

Yuki Takeda, Huynh Quang Huy Viet & Hiromi T. Tanaka
The reflectance of fabric surface is commonly represented by a 4D bidirectional reflectance distribution function (BRDF). To generate the BRDF from measured data by a gonioreflectometer with 2 degrees of freedom of the light source and 2 degrees of freedom of the observing direction, it requires an enormous amount of measurements. In this paper, we propose an efficient image-based method for rendering the anisotropic BRDF of woven fabrics based on the micro facet surface geometry...

Mining the Human Genome using Virtual Reality

Bram Stolk, Faizal Abdoelrahman, Anton Koning & Paul Wielinga
The analysis of genomic data and integration of diverse biological data sources has become increasingly difficult for researches in the life sciences. This problem is exacerbated by the speed with which new data is gathered through automated technology like DNA microarrays. We developed a virtual reality application for visualizing hierarchical relationships within a gene family and for visualizing networks of gene expression data. Integration of other information from multiple databases with these visualizations can aid...

A Multi-thread Safe Foundation for Scene Graphs and its Extension to Clusters

G. Voß, J. Behr, D. Reiners & M. Roth
One of the main shortcomings of current scene graphs is their inability to support multi-thread safe data structures. This work describes the general framework used by the OpenSG scene graph system to enable multiple concurrent threads to independently manipulate the scene graph without interfering with each other. Furthermore the extensions of the presented mechanisms needed to support cluster systems are discussed.

Design and Implementation of A Large-scale Hybrid Distributed Graphics System

Jian Yang, Jiaoying Shi, Zhefan Jin & Hui Zhang
Although modern graphics hardware has strong capability to render millions of triangles within a second, huge scenes are still unable to be rendered in real-time. Lots of parallel and distributed graphics systems are explored to solve this problem. However none of them is built for large-scale graphics applications. We designed AnyGL, a large-scale hybrid distributed graphics system, which consists of four types of logical nodes, Geometry Distributing Node, Geometry Rendering Node, Image Composition Node and...

LIVE@WEB.COM – Using CBIR Technology in InteractiveWeb-TV

Felix Morsdorf & Stephan Volmer
The increasing amount of internet based television broadcasts has lead to new approachs to interactivity in TV programs. We developed a system which is able to supply the viewer of the program upon interaction with information relating to the program, only based on the low-level visual content of the scene. This aim is achieved by comparing signatures describing the visual content of single frames of the video with a remote database of signatures derived from...

2BeOn - Interactive Television Supporting Interpersonal Communication

Jorge Abreu, Pedro Almeida & Vasco Branco
Interpersonal communication mediated by computer services supports the reinforcement and emergence of new communities brought together by leisure or work interests. This paper presents a workbench system that aims to study how the same principle can be applied in interactive television. The main objective is to allow TV users to be online (2BeOn) through the integration of basic and advanced communication services, enabling them to reinforce their interpersonal communication. The 2BeOn system is based on...

Estimating Traffic Density Using Sounds of Moving Vehicles

Jien Kato, Yoshitaka Hiramatsu & Toyohide Watanabe
This paper proposed a method for automatically estimating traffic density by using sounds of moving vehicles. The approach is based on the idea of recognition of the temporal variations that appear on the power signals when vehicles pass through an observation point. The local temporal variations in small periods of time are extracted by wavelet transformation and are used as an observation sequence for a hidden Markov model, which models the global temporal variations of...

Animating Peer-Level Annotations Within Web-Based Multimedia

Dick Bulterman
The TabletPC is an example of a new generation of user interface device where pen-based manipulation of information is integrated directly into a users workflow. Using the TabletPC's existing pen and electronic ink systems, a wide range of static documents can be created or annotated. While the facilities of the TabletPC are useful for creating virtual images containing ink that can be overlaid on text or picture context, there is little support for creating annotations...

A New Approach to Multimedia Information Filtering Based on its Structure

Xiaodi Huang & Jianming Yong
In information filtering systems, the multimedia documents are sequentially presented to users based on the user relevance values. This paper argues that the presented multimedia documents should be both important and relevant to the users. The importance of a document is determined by its relations to others in the collection. All users are supposed to look for important and relevant documents. Based on this view, a structure-based filtering framework is described, which incorporates the characteristics...

Mixing Images and Sketches for Retrieving Vector Drawings

A. Ferreira, M. J. Fonseca, Joaquim A. Jorge & M. Ramalho
Current approaches to content-based retrieval of multimedia data usually rely either on query by example or on sketches of the desired image, but not on both. In this paper, we propose a new query specification scheme, where digital images are combined with sketches, after vectorization, taking advantage of both methods. We selected a set of algorithms to perform image vectorization, taking into account the trade-off between vector image quality and processing time. This method of...

An Efficient Hybrid Shadow Rendering Algorithm

Eric Chan & Fredo Durand
We present a hybrid algorithm for rendering hard shadows accurately and efficiently. Our method combines the strengths of shadow maps and shadow volumes. We first use a shadow map to identify the pixels in the image that lie near shadow discontinuities. Then, we perform the shadow-volume computation only at these pixels to ensure accurate shadow edges. This approach simultaneously avoids the edge aliasing artifacts of standard shadow maps and avoids the high fillrate consumption of...

Image-Based Reconstruction of Spatially Varying Materials

Hendrik P. A. Lensch, Jan Kautz, Michael Goesele, Wolfgang Heidrich & Hans-Peter Seidel
The measurement of accurate material properties is an important step towards photorealistic rendering. Many real-world objects are composed of a number of materials that often show subtle changes even within a single material. Thus, for photorealistic rendering both the general surface properties as well as the spatially varying effects of the object are needed. We present an image-based measuring method that robustly detects the different materials of real objects and fits an average bidirectional reflectance...

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