IEEE VIS Publication Dataset

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Vis
1999
Interactive exploration of volume line integral convolution based on 3D-texture mapping
10.1109/VISUAL.1999.809892
2. 528
C
Line integral convolution (LIC) is an effective technique for visualizing vector fields. The application of LIC to 3D flow fields has yet been limited by difficulties to efficiently display and animate the resulting 3D-images. Texture-based volume rendering allows interactive visualization and manipulation of 3D-LIC textures. In order to ensure the comprehensive and convenient exploration of flow fields, we suggest interactive functionality including transfer functions and different clipping mechanisms. Thereby, we efficiently substitute the calculation of LIC based on sparse noise textures and show the convenient visual access of interior structures. Further on, we introduce two approaches for animating static 3D-flow fields without the computational expense and the immense memory requirements for pre-computed 3D-textures and without loss of interactivity. This is achieved by using a single 3D-LIC texture and a set of time surfaces as clipping geometries. In our first approach we use the clipping geometry to pre-compute a special 3D-LIC texture that can be animated by time-dependent color tables. Our second approach uses time volumes to actually clip the 3D-LIC volume interactively during rasterization. Additionally, several examples demonstrate the value of our strategy in practice.
Rezk-Salama, C.;Hastreiter, P.;Teitzel, C.;Ertl, T.
Comput. Graphics Group, Erlangen-Nurnberg Univ., Germany|c|;;;
10.1109/VISUAL.1993.398877;10.1109/VISUAL.1993.398846;10.1109/VISUAL.1995.485141;10.1109/VISUAL.1994.346313;10.1109/VISUAL.1994.346314;10.1109/VISUAL.1990.146391;10.1109/VISUAL.1997.663898;10.1109/VISUAL.1997.663897;10.1109/VISUAL.1997.663899
Flow Visualization, Animated LIC, Direct Volume Rendering, 3D-Textures Mapping, Interactive Volume Exploration
Vis
1999
Interactive lens visualization techniques
10.1109/VISUAL.1999.809882
1. 521
C
The paper describes new techniques for minimally immersive visualization of 3D scalar and vector fields, and visualization of document corpora. In our glyph based visualization system, the user interacts with the 3D volume of glyphs using a pair of button-enhanced 3D position and orientation trackers. The user may also examine the volume using an interactive lens, which is a rectangle that slices through the 3D volume and displays scalar information on its surface. A lens allows the display of scalar data in the 3D volume using a contour diagram, and a texture based volume rendering.
Shaw, C.;Hall, J.A.;Ebert, D.S.;Roberts, D.A.
Regina Univ., Sask., Canada|c|;;;
10.1109/VISUAL.1995.485141;10.1109/VISUAL.1996.568109
Volumetric Data, Glyphs, Two-Handed Interfaces, Interactive Volume Rendering, Contour Diagrams, Stereoscopic Field Analyzer SFA, Seed Fill, Over Blending
Vis
1999
Interactive visualization of fluid dynamics simulations in locally refined cartesian grids
10.1109/VISUAL.1999.809918
4. 553
C
The work presents interactive flow visualization techniques specifically adapted for PowerFLOW TM, a lattice based CFD code from the EXA corporation. Their Digital Physics TM fluid simulation technique is performed on a hierarchy of locally refined cartesian grids with a fine voxel resolution in areas of interesting flow features. Among other applications, the PowerFLOW solver is used for aerodynamic simulations in car body development where the advantages of automatic grid generation from CAD models is of great interest. In a joint project with BMW and EXA, we are developing a visualization tool which incorporates virtual reality techniques for the interactive exploration of the large scalar and vector data sets. We describe the specific data structures and interpolation techniques and we report on fast particle tracing, taking into account collisions with the car body geometry. An OpenGL Optimizer based implementation allows for the inspection of the flow with particle probes and slice probes at interactive frame rates.
Schulz, M.;Reck, F.;Bertelheimer, W.;Ertl, T.
;;;
10.1109/VISUAL.1997.663911
Vis
1999
Isosurface extraction in time-varying fields using a Temporal Branch-on-Need Tree (T-BON)
10.1109/VISUAL.1999.809879
1. 520
C
The Temporal Branch-on-Need Tree (T-BON) extends the three dimensional branch-on-need octree for time-varying isosurface extraction. At each time step, only those portions of the tree and data necessary to construct the current isosurface are read from disk. This algorithm can thus exploit the temporal locality of the isosurface and, as a geometric technique, spatial locality between cells in order to improve performance. Experimental results demonstrate the performance gained and memory overhead saved using this technique.
Sutton, P.;Hansen, C.
Dept. of Comput. Sci., Utah Univ., Salt Lake City, UT, USA|c|;
10.1109/VISUAL.1998.745343;10.1109/VISUAL.1996.568121;10.1109/VISUAL.1998.745299;10.1109/VISUAL.1998.745298;10.1109/VISUAL.1997.663895;10.1109/VISUAL.1997.663888;10.1109/VISUAL.1996.568133;10.1109/VISUAL.1996.568123;10.1109/VISUAL.1998.745350;10.1109/VISUAL.1998.745311;10.1109/VISUAL.1995.485154;10.1109/VISUAL.1997.663913
isosurface, time-dependent scalar field visualization, multiresolution methods, octree
Vis
1999
Isosurface extraction techniques for Web-based volume visualization
10.1109/VISUAL.1999.809878
1. 519
C
The reconstruction of isosurfaces from scalar volume data has positioned itself as a fundamental visualization technique in many different applications. But the dramatically increasing size of volumetric data sets often prohibits the handling of these models on affordable low-end single processor architectures. Distributed client-server systems integrating high-bandwidth transmission channels and Web based visualization tools are one alternative to attack this particular problem, but therefore new approaches to reduce the load of numerical processing and the number of generated primitives are required. We outline different scenarios for distributed isosurface reconstruction from large scale volumetric data sets. We demonstrate how to directly generate stripped surface representations and we introduce adaptive and hierarchical concepts to minimize the number of vertices that have to be reconstructed, transmitted and rendered. Furthermore, we propose a novel computation scheme, which allows the user to flexibly exploit locally available resources. The proposed algorithms have been merged together in order to build a platform-independent Web based application. Extensive use of VRML and Java OpenGL bindings allows for the exploration of large scale volume data quite efficiently.
Engel, K.;Westermann, R.;Ertl, T.
Stuttgart Univ., Germany|c|;;
10.1109/VISUAL.1997.663891;10.1109/VISUAL.1996.568121;10.1109/VISUAL.1995.480806;10.1109/VISUAL.1991.175782;10.1109/VISUAL.1998.745300;10.1109/VISUAL.1996.568127
Volume visualization, Isosurface reconstruction, Distributed Systems, Web-based Applications
Vis
1999
Large field visualization with demand-driven calculation
10.1109/VISUAL.1999.809864
2. 506
C
Presents a system designed for the interactive definition and visualization of fields derived from large data sets: the Demand-Driven Visualizer (DDV). The system allows the user to write arbitrary expressions to define new fields, and then apply a variety of visualization techniques to the result. Expressions can include differential operators and numerous other built-in functions. Determination of field values, both in space and in time, is directed automatically by the demands of the visualization techniques. The payoff of following a demand-driven design philosophy throughout the visualization system becomes particularly evident when working with large time-series data, where the costs of eager evaluation alternatives can be prohibitive.
Moran, P.J.;Henze, C.
MRI Technol. Solutions, NASA Ames Res. Center, Moffett Field, CA, USA|c|;
10.1109/VISUAL.1992.235219;10.1109/VISUAL.1997.663888;10.1109/VISUAL.1996.568115;10.1109/VISUAL.1994.346311;10.1109/VISUAL.1993.398860;10.1109/VISUAL.1990.146360;10.1109/VISUAL.1997.663898;10.1109/VISUAL.1995.480821
large scale visualization, scientific visualization, interactive visualization, demand-driven evaluation, lazy evaluation, interpreted systems, Python
Vis
1999
LOD-sprite technique for accelerated terrain rendering
10.1109/VISUAL.1999.809900
2. 536
C
We present a novel rendering technique, termed LOD-sprite rendering, which uses a combination of a level-of-detail (LOD) representation of the scene together with reusing image sprites (previously rendered images). Our primary application is accelerating terrain rendering. The LOD-sprite technique renders an initial frame using a high-resolution model of the scene geometry. It renders subsequent frames with a much lower-resolution model of the scene geometry and texture-maps each polygon with the image sprite from the initial high-resolution frame. As it renders these subsequent frames, the technique measures the error associated with the divergence of the view position from the position where the initial frame was rendered. Once this error exceeds a user-defined threshold, the technique re-renders the scene from the high-resolution model. We have efficiently implemented the LOD-sprite technique with texture mapping graphics hardware. Although to date we have only applied LOD-sprite to terrain rendering, it could easily be extended to other applications. We feel LOD-sprite holds particular promise for real time rendering systems.
Chen, B.;Swan, J.E.;Kuo, E.;Kaufman, A.
State Univ. of New York, Stony Brook, NY, USA|c|;;;
10.1109/VISUAL.1998.745344;10.1109/VISUAL.1996.567774;10.1109/VISUAL.1998.745282
Image-Based Modeling and Rendering,Texture Mapping, Acceleration Techniques, Multi-Resolution, Level of Detail, Terrain Rendering, Virtual Reality, Virtual Environments
Vis
1999
Mixing translucent polygons with volumes
10.1109/VISUAL.1999.809887
1. 525
C
We present an algorithm which renders opaque and/or translucent polygons embedded within volumetric data. The processing occurs such that all objects are composited in the correct order, by rendering thin slabs of the translucent polygons between volume slices using slice-order volume rendering. We implemented our algorithm with OpenGL on current general-purpose graphics systems. We discuss our system implementation, speed and image quality, as well as the renderings of several mixed scenes.
Kreeger, K.;Kaufman, A.
Dept. of Comput. Sci., State Univ. of New York, Stony Brook, NY, USA|c|;
10.1109/VISUAL.1997.663853
Mixing polygons and volumes, Translucent Polygon Rendering, Volume rendering, Ray casting, Voxelization
Vis
1999
Multi-projector displays using camera-based registration
10.1109/VISUAL.1999.809883
1. 522
C
Conventional projector-based display systems are typically designed around precise and regular configurations of projectors and display surfaces. While this results in rendering simplicity and speed, it also means painstaking construction and ongoing maintenance. In previously published work, we introduced a vision of projector-based displays constructed from a collection of casually-arranged projectors and display surfaces. In this paper, we present flexible yet practical methods for realizing this vision, enabling low-cost mega-pixel display systems with large physical dimensions, higher resolution, or both. The techniques afford new opportunities to build personal 3D visualization systems in offices, conference rooms, theaters, or even your living room. As a demonstration of the simplicity and effectiveness of the methods that we continue to perfect, we show in the included video that a 10-year old child can construct and calibrate a two-camera, two-projector, head-tracked display system, all in about 15 minutes.
Raskar, R.;Brown, M.S.;Ruigang Yang;Wei-Chao Chen;Welch, G.;Towles, H.;Scales, B.;Fuchs, H.
Dept. of Comput. Sci., North Carolina Univ., Chapel Hill, NC, USA|c|;;;;;;;
display, projection, spatially immersive display, panoramic image display, virtual environments, intensity blending, image-based modeling, depth, calibration, auto-calibration, structured light, camera-based registration
Vis
1999
Multi-resolution multi-field ray tracing: a mathematical overview
10.1109/VISUAL.1999.809888
1. 206
C
A rigorous mathematical review of ray tracing is presented. The concept of a generic voxel decoder acting on flexible voxel formats is introduced. The necessity of interpolating opacity weighted colors is proved, using a new definition of the blending process in terms of functional integrals. The continuum limit of the discrete opacity accumulation formula is presented, and its convexity properties are investigated. The issues pertaining to interpolation/classification order are discussed. The lighting equation is expressed in terms of opacity weighted colors. The multi-resolution (along the ray) correction of the opacity-weighted color is derived. The mathematics of filtering on the image plane are studied, and an upper limit of the local pixel size on the image plane is obtained. Interpolation of pixel values on the image plane is shown to be in-equivalent to blending of interpolated samples.
Gasparakis, C.
Mitsubishi Electr. Inf. Technol. Center, USA|c|
Vis
1999
Multiresolution Techniques for Interactive Texture-based Volume Visualization
10.1109/VISUAL.1999.809908
3.
C
We present a multiresolution technique for interactive texture-basedvolume visualization of very large data sets. This method uses anadaptive scheme that renders the volume in a region-of-interest ata high resolution and the volume away from this region at progressivelylower resolutions. The algorithm is based on the segmentationof texture space into an octree, where the leaves of the tree definethe original data and the internal nodes define lower-resolutionversions. Rendering is done adaptively by selecting high-resolutioncells close to a center of attention and low-resolution cells awayfrom this area. We limit the artifacts introduced by this method bymodifying the transfer functions in the lower-resolution data setsand utilizing spherical shells as a proxy geometry. It is possibleto use this technique to produce viewpoint-dependent renderings ofvery large data sets.
La Mar, E.C.;Hamann, B.;Joy, K.I.
multiresolution rendering, volume visualization, hardware texture
Vis
1999
New quadric metric for simplifying meshes with appearance attributes
10.1109/VISUAL.1999.809869
5. 510
C
Complex triangle meshes arise naturally in many areas of computer graphics and visualization. Previous work has shown that a quadric error metric allows fast and accurate geometric simplification of meshes. This quadric approach was recently generalized to handle meshes with appearance attributes. In this paper we present an improved quadric error metric for simplifying meshes with attributes. The new metric, based on geometric correspondence in 3D, requires less storage, evaluates more quickly, and results in more accurate simplified meshes. Meshes often have attribute discontinuities, such as surface creases and material boundaries, which require multiple attribute vectors per vertex. We show that a wedge-based mesh data structure captures such discontinuities efficiently and permits simultaneous optimization of these multiple attribute vectors. In addition to the new quadric metric, we experiment with two techniques proposed in geometric simplification, memoryless simplification and volume preservation, and show that both of these are beneficial within the quadric framework. The new scheme is demonstrated on a variety of meshes with colors and normals.
Hoppe, H.
10.1109/VISUAL.1998.745312;10.1109/VISUAL.1998.745285;10.1109/VISUAL.1998.745314;10.1109/VISUAL.1997.663908
level of detail, mesh decimation, multiresolution
Vis
1999
Optimal triangular Haar bases for spherical data
10.1109/VISUAL.1999.809898
2. 534
C
Multiresolution analysis based on FWT (Fast Wavelet Transform) is now widely used in scientific visualization. Spherical biorthogonal wavelets for spherical triangular grids were introduced by P. Schroder and W. Sweldens (1995). In order to improve on the orthogonality of the wavelets, the concept of nearly orthogonality, and two new piecewise-constant (Haar) bases were introduced by G.M. Nielson (1997). We extend the results of Nielson. First we give two one-parameter families of triangular Haar wavelet bases that are nearly orthogonal in the sense of Nielson. Then we introduce a measure of orthogonality. This measure vanishes for orthogonal bases. Eventually, we show that we can find an optimal parameter of our wavelet families, for which the measure of orthogonality is minimized. Several numerical and visual examples for a spherical topographic data set illustrates our results.
Bonneau, G.-P.
CNRS, France|c|
10.1109/VISUAL.1997.663871
visualization, multiresolution, wavelets, orthogonality
Vis
1999
PLIC: bridging the gap between streamlines and LIC
10.1109/VISUAL.1999.809906
3. 541
C
This paper explores mapping strategies for generating LIC-like images from streamlines and streamline-like images from LIC. The main contribution of this paper is a technique which we call pseudo-LIC or PLIC. By adjusting a small set of key parameters, PLIC can generate flow visualizations that span the spectrum of streamline-like to LIC-like images. Among the advantages of PLIC are: image quality comparable with LIC, performance speedup over LIC, use of a template texture that is independent of the size of the flow field, handles the problem of multiple streamlines occupying the same pixel in image space, reduced aliasing, applicability to time varying data sets, and variable speed animation.
Verma, V.;Kao, D.;Pang, A.
Dept. of Comput. Sci., California Univ., Santa Cruz, CA, USA|c|;;
10.1109/VISUAL.1996.567784;10.1109/VISUAL.1997.663899;10.1109/VISUAL.1997.663898;10.1109/VISUAL.1994.346313;10.1109/VISUAL.1998.745332;10.1109/VISUAL.1998.745324;10.1109/VISUAL.1996.568116
unsteady flow, variable speed animation, jitter, texture mapping, comparative visualization
Vis
1999
Progressive compression and transmission of arbitrary triangular meshes
10.1109/VISUAL.1999.809902
3. 537
C
The recent growth in the size and availability of large triangular surface models has generated interest in compact multi-resolution progressive representation and data transmission. An ongoing challenge is to design an efficient data structure that encompasses both compactness of geometric representations and visual quality of progressive representations. We introduce a topological layering based data structure and an encoding scheme to build a compact progressive representation of an arbitrary triangular mesh (a 2D simplicial complex in 3D) with attached attribute data. This compact representation is composed of multiple levels of detail that can be progressively transmitted and displayed. The global topology, which is the number of holes and connected components, can be flexibly changed among successive levels while still achieving guaranteed size of the coarsest level mesh for very complex models. The flexibility in our encoding scheme also allows topology preserving progressivity.
Bajaj, C.L.;Pascucci, V.;Zhuang, G.
Dept. of Comput. Sci., Texas Univ., Austin, TX, USA|c|;;
10.1109/VISUAL.1998.745283;10.1109/VISUAL.1997.663883
Vis
1999
Progressive Compression of Arbitrary Triangular Meshes
10.1109/VIS.1999.10000
6. 72
C
In this paper we present a mesh compression method based on a multiresolution decomposition whose detail coefficients have a compact representation and thus smaller entropy than the original mesh. Given an arbitrary triangular mesh with an irregular connectivity, we use a hierarchical simplification scheme, which generates a multiresolution model. By reversing the process we define a hierarchical progressive refinement process, where a simple prediction plus a correction is used for inserting vertices to form a finer level. We show how the connectivity of an arbitrary triangulation can be encoded efficiently by a coloring technique, and recovered incrementally during the progressive reconstruction of the original mesh.
Cohen-Or, D.;Levin, D.;Remez, O.
10.1109/VISUAL.1996.568125
compression, streaming, progressive meshes, simplification
Vis
1999
Real-time visualization of scalably large collections of heterogeneous objects
10.1109/VISUAL.1999.809924
4. 558
C
This paper presents results for real-time visualization of out-of-core collections of 3D objects. This is a significant extension of previous methods and shows the generality of hierarchical paging procedures applied both to global terrain and any objects that reside on it. Applied to buildings, the procedure shows the effectiveness of using a screen-based paging and display criterion within a hierarchical framework. The results demonstrate that the method is scalable since it is able to handle multiple collections of buildings (e.g., cities) placed around the earth with full interactivity and without extensive memory load. Further the method shows efficient handling of culling and is applicable to larger, extended collections of buildings. Finally, the method shows that levels of detail can be incorporated to provide improved detail management.
Davis, D.;Ribarsky, W.;Jiang, T.Y.;Fanst, N.;Ho, S.
GVU Center, Georgia Inst. of Technol., Atlanta, GA, USA|c|;;;;
10.1109/VISUAL.1998.745342;10.1109/VISUAL.1997.663888;10.1109/VISUAL.1998.745299
Vis
1999
Rendering on a budget: a framework for time-critical rendering
10.1109/VISUAL.1999.809875
1. 516
C
We present a technique for optimizing the rendering of high-depth complexity scenes. Prioritized-Layered Projection (PLP) does this by rendering an estimation of the visible set. The novelty in our work lies in the fact that we do not explicitly compute visible sets. Instead, our work is based on computing on demand a priority order for the polygons that maximizes the likelihood of rendering visible polygons before occluded ones for any given scene. Given a fixed budget, e.g. time or number of triangles, our rendering algorithm makes sure to render geometry, respecting the computed priority. There are two main steps to our technique: (1) an occupancy based tessellation of space; and (2) a solidity based traversal algorithm. PLP works by computing an occupancy based tessellation of space, which tends to have smaller cells where there are more geometric primitives, e.g., polygons. In this spatial tessellation, each cell is assigned a solidity value, which is directly proportional to its likelihood of occluding other cells. In its simplest form, a cell's solidity value is directly proportional to the number of polygons contained within it. During our traversal algorithm, cells are marked for projection, and the geometric primitives contained within them actually rendered. The traversal algorithm makes use of the cells' solidity, and other view-dependent information to determine the ordering in which to project cells. By tailoring the traversal algorithm to the occupancy based tessellation, we can achieve very good frame rates with low preprocessing and rendering costs. We describe our technique and its implementation in detail. We also provide experimental evidence of its performance and briefly discuss extensions of our algorithm.
Klosowski, J.T.;Silva, C.T.
IBM Thomas J. Watson Res. Center, Yorktown Heights, NY, USA|c|;
Polygon rendering, visibility ordering, occlusion culling
Vis
1999
Simplified representation of vector fields
10.1109/VISUAL.1999.809865
3. 507
C
Vector field visualization remains a difficult task. Many local and global visualization methods for vector fields such as flow data exist, but they usually require extensive user experience on setting the visualization parameters in order to produce images communicating the desired insight. We present a visualization method that produces simplified but suggestive images of the vector field automatically, based on a hierarchical clustering of the input data. The resulting clusters are then visualized with straight or curved arrow icons. The presented method has a few parameters with which users can produce various simplified vector field visualizations that communicate different insights on the vector data.
Telea, A.;van Wijk, J.J.
Eindhoven Univ. of Technol., Netherlands|c|;
10.1109/VISUAL.1995.480817;10.1109/VISUAL.1994.346327;10.1109/VISUAL.1991.175789
Flow Visualization, Simplification, Clustering
Vis
1999
Skip Strips: maintaining triangle strips for view-dependent rendering
10.1109/VISUAL.1999.809877
1. 518
C
View-dependent simplification has emerged as a powerful tool for graphics acceleration in visualization of complex environments. However, view-dependent simplification techniques have not been able to take full advantage of the underlying graphics hardware. Specifically, triangle strips are a widely used hardware-supported mechanism to compactly represent and efficiently render static triangle meshes. However, in a view-dependent framework, the triangle mesh connectivity changes at every frame, making it difficult to use triangle strips. We present a novel data structure, Skip Strip, that efficiently maintains triangle strips during such view-dependent changes. A Skip Strip stores the vertex hierarchy nodes in a skip-list-like manner with path compression. We anticipate that Skip Strips will provide a road map to combine rendering acceleration techniques for static datasets, typical of retained-mode graphics applications, with those for dynamic datasets found in immediate-mode applications.
El-Sana, J.;Azanli, E.;Varshney, A.
Dept. of Math. & Comput. Sci., Ben-Gurion Univ. of the Negev, Beer-Sheva, Israel|c|;;
10.1109/VISUAL.1996.568125;10.1109/VISUAL.1998.745314;10.1109/VISUAL.1997.663902;10.1109/VISUAL.1998.745283;10.1109/VISUAL.1995.480805