IEEE VIS Publication Dataset

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Vis
2002
Case study: Visual debugging of finite element codes
10.1109/VISUAL.2002.1183819
5. 520
C
We present an innovative application developed at Sandia National Laboratories for visual debugging of unstructured finite element physics codes. Our tool automatically locates anomalous regions, such as inverted elements or nodes whose variable values lie outside a prescribed range, then extracts mesh subsets around these features for detailed examination. The subsets are viewed using color coding of variable values superimposed on the mesh structure. This allows the values and their relative spatial locations within the mesh to be correlated at a glance. Both topological irregularities and hot spots within the data stand out visually, allowing the user to explore the exact numeric values of the grid at surrounding points over time. We demonstrate the utility of this approach by debugging a cell inversion in a simulation of an exploding wire.
Crossno, P.;Rogers, D.H.;Garasi, C.J.
Sandia Nat. Labs., USA|c|;;
10.1109/VISUAL.1999.809919;10.1109/VISUAL.2001.964543
visual debugging, parallel finite element codes and simulations
Vis
2002
Case study: Visualization and analysis of high Rayleigh number - 3D convection in the Earth's mantle
10.1109/VISUAL.2002.1183813
4. 496
C
Data sets from large-scale simulations (up to 5013 grid points) of mantle convection are analyzed with volume rendering of the temperature field and a new critical point analysis of the velocity field. As the Rayleigh number Ra is increased the thermal field develops increasingly thin plume-like structures along which heat is convected. These eventually break down and become turbulent. Visualization methods are used to distinguish between various models of heat conductivity and to develop an intuitive understanding of the structure of the flow.
Erlebacher, G.;Yuen, D.A.;Dubuffet, F.
Sch. of Computational Sci. & Inf. Technol., Florida State Univ., Tallahassee, FL, USA|c|;;
10.1109/VISUAL.1990.146359
mantle convection, plumes, volume rendering, unsteady flow, feature extraction, critical points
Vis
2002
Case study: Visualizing ocean flow vertical motions using Lagrangian-Eulerian time surfaces
10.1109/VISUAL.2002.1183822
5. 532
C
Ocean model simulations commonly assume the ocean is hydrostatic, resulting in near zero vertical motion. The vertical motion found is typically associated with the variations of the thermocline depth over time, which are mainly a result of the development and movement of ocean fronts, eddies, and internal waves. A new technique, extended from Lagrangian-Eulerian Advection, is presented to help understand the variation of vertical motion associated with the change in thermocline depth over time. A time surface is correctly deformed in a single direction according to the flow. The evolution of the time surface is computed via a mixture of Eulerian and Lagrangian techniques. The dominant horizontal motion is textured onto the surface using texture advection, while both the horizontal and vertical motions are used to displace the surface. The resulting surface is shaded for enhanced contrast. Timings indicate that the overhead over standard 2D texture advection is no more than 12%.
Grant, J.;Erlebacher, G.;O'Brien, J.
Center for Ocean-Atmos. Prediction Studies, Florida State Univ., Tallahassee, FL, USA|c|;;
10.1109/VISUAL.1999.809895;10.1109/VISUAL.2001.964493;10.1109/VISUAL.2000.885688;10.1109/VISUAL.1996.568149
unsteady vector fields, time surfaces, ocean currents, vertical velocity
Vis
2002
Christmas tree case study: computed tomography as a tool for mastering complex real world objects with applications in computer graphics
10.1109/VISUAL.2002.1183812
4. 492
C
We report on using computed tomography (CT) as a model acquisition tool for complex objects in computer graphics. Unlike other modeling and scanning techniques the complexity of the object is irrelevant in CT, which naturally enables to model objects with, for example, concavities, holes, twists or fine surface details. Once the data is scanned, one can apply post-processing techniques for data enhancement, modification or presentation. For demonstration purposes we chose to scan a Christmas tree which exhibits high complexity which is difficult or even impossible to handle with other techniques. However, care has to be taken to achieve good scanning results with CT. Further, we illustrate post-processing by means of data segmentation and photorealistic as well as non-photorealistic surface and volume rendering techniques.
Kanitsar, A.;Theussl, T.;Mroz, L.;Sramek, M.;Bartroli, A.V.;Csebfalvi, B.;Hladuvka, J.;Fleischmann, D.;Knapp, M.;Wegenkittl, R.;Felkel, P.;Rottger, S.;Guthe, S.;Purgathofer, W.;Groller, E.
Inst. of Comput. Graphics & Algorithms, Vienna Univ. of Technol., Austria|c|;;;;;;;;;;;;;;
10.1109/VISUAL.2001.964522;10.1109/VISUAL.2001.964555;10.1109/VISUAL.2001.964531;10.1109/VISUAL.1994.346320
modeling, computed tomography, volume visualization
Vis
2002
Comparative evaluation of visualization and experimental results using image comparison metrics
10.1109/VISUAL.2002.1183790
3. 322
C
Comparative evaluation of visualization and experimental results is a critical step in computational steering. In this paper, we present a study of image comparison metrics for quantifying the magnitude of difference between visualization of a computer simulation and a photographic image captured from an experiment. We examined eleven metrics, including three spatial domain, four spatial-frequency domain and four HVS (human-vision system) metrics. Among these metrics, a spatial-frequency domain metric called 2nd-order Fourier comparison was proposed specifically for this work. Our study consisted of two stages: base cases and field trials. The former is a general study on a controlled comparison space using purposely selected data, and the latter involves imagery results from computational fluid dynamics and a rheological experiment. This study has introduced a methodological framework for analyzing image-level methods used in comparative visualization. For the eleven metrics considered, it has offered a set of informative indicators as to the strengths and weaknesses of each metric. In particular, we have identified three image comparison metrics that are effective in separating "similar" and "different" image groups. Our 2nd-order Fourier comparison metric has compared favorably with others in two of the three tests, and has shown its potential to be used for steering computer simulation quantitatively.
Hualin Zhou;Chen, M.;Webster, M.F.
Univ. of Wales, Swansea, UK|c|;;
10.1109/VISUAL.1999.809873;10.1109/VISUAL.1996.568140;10.1109/VISUAL.1998.745332
scientific visualization, comparative visualization, image comparison, error metrics, human vision system, rheology
Vis
2002
Compressing polygon mesh geometry with parallelogram prediction
10.1109/VISUAL.2002.1183768
1. 146
C
We present a generalization of the geometry coder by Touma and Gotsman (1998) to polygon meshes. We let the polygon information dictate where to apply the parallelogram rule that they use to predict vertex positions. Since polygons tend to be fairly planar and fairly convex, it is beneficial to make predictions within a polygon rather than across polygons. This, for example, avoids poor predictions due to a crease angle between polygons. Up to 90 percent of the vertices can be predicted this way. Our strategy improves geometry compression by 10 to 40 percent depending on (a) how polygonal the mesh is and (b) on the quality (planarity/convexity) of the polygons.
Isenburg, M.;Alliez, P.
North Carolina Univ., Chapel Hill, NC, USA|c|;
10.1109/VIS.1999.10000;10.1109/VISUAL.2000.885711;10.1109/VISUAL.1999.809902
mesh compression, polygon meshes, geometric coding, linear prediction, parallelogram rule
Vis
2002
Computing singularities of 3D vector fields with geometric algebra
10.1109/VISUAL.2002.1183786
2. 289
C
Critical points of a vector field are key to their characterization. Their positions as well as their indexes are crucial for understanding vector fields. Considerable work exists in 2D, but less is available for 3D or higher dimensions. Geometric algebra is a derivative of Clifford algebra that not only enables a succinct definition of the index of a critical point in higher dimension; it also provides insight and computational pathways for calculating the index. We describe the problems in terms of geometric algebra and present an octree based solution using the algebra for finding critical points and their index in a 3D vector field.
Mann, S.;Rockwood, A.
Waterloo Univ., Ont., Canada|c|;
10.1109/VISUAL.1997.663858;10.1109/VISUAL.1997.663871
Geometric Algebra, 3D Vector Fields, Singularities
Vis
2002
CPR - curved planar reformation
10.1109/VISUAL.2002.1183754
3. 44
C
Visualization of tubular structures such as blood vessels is an important topic in medical imaging. One way to display tubular structures for diagnostic purposes is to generate longitudinal cross-sections in order to show their lumen, wall, and surrounding tissue in a curved plane. This process is called curved planar reformation (CPR). We present three different methods to generate CPR images. A tube-phantom was scanned with computed tomography (CT) to illustrate the properties of the different CPR methods. Furthermore we introduce enhancements to these methods: thick-CPR, rotating-CPR and multi-path-CPR.
Kanitsar, A.;Fleischmann, D.;Wegenkittl, R.;Felkel, P.;Groller, E.
Inst. of Comput. Graphics & Algorithms, Vienna Univ. of Technol., Austria|c|;;;;
10.1109/VISUAL.2001.964555;10.1109/VISUAL.2001.964538
computed tomography angiography, vessel analysis, curved planar reformation
Vis
2002
Direct surface extraction from 3D freehand ultrasound images
10.1109/VISUAL.2002.1183755
4. 52
C
This paper presents a new technique for the extraction of surfaces from 3D ultrasound data. Surface extraction from ultrasound data is challenging for a number of reasons including noise and artifacts in the images and nonuniform data sampling. A method is proposed to fit an approximating radial basis function to the group of data samples. An explicit surface is then obtained by iso-surfacing the function. In most previous 3D ultrasound research, a pre-processing step is taken to interpolate the data into a regular voxel array and a corresponding loss of resolution. We are the first to represent the set of semi-structured ultrasound pixel data as a single function. From this we are able to extract surfaces without first reconstructing the irregularly spaced pixels into a regular 3D voxel array.
Youwei Zhang;Rohling, R.;Pai, D.K.
Dept. of Comput. Sci., British Columbia Univ., Vancouver, BC, Canada|c|;;
10.1109/VISUAL.1991.175782;10.1109/VISUAL.1994.346295
Radial Basis Functions, Ultrasound, Isosurface, 3D Freehand Ultrasound, Direct Surface Extraction, Unstructured data
Vis
2002
Efficient compression and rendering of multi-resolution meshes
10.1109/VISUAL.2002.1183794
3. 354
C
We present a method to code the multiresolution structure of a 3D triangle mesh in a manner that allows progressive decoding and efficient rendering at a client machine. The code is based on a special ordering of the mesh vertices which has good locality and continuity properties, inducing a natural multiresolution structure. This ordering also incorporates information allowing efficient rendering of the mesh at all resolutions using the contemporary vertex buffer mechanism. The performance of our code is shown to be competitive with existing progressive mesh compression methods, while achieving superior rendering speed.
Karni, Z.;Bogomjakov, A.;Gotsman, C.
Fac. of Comput. Sci., Technion - Israel Inst. of Technol., Haifa, Israel|c|;;
10.1109/VIS.1999.10000;10.1109/VISUAL.2000.885711;10.1109/VISUAL.1999.809902
progressive compression, wavelets, geometry coding, rendering
Vis
2002
Efficient computation of the topology of level sets
10.1109/VISUAL.2002.1183774
1. 194
C
This paper introduces two efficient algorithms that compute the Contour Tree of a 3D scalar field ℱ and its augmented version with the Betti numbers of each isosurface. The Contour Tree is a fundamental data structure in scientific visualization that is used to preprocess the domain mesh to allow optimal computation of isosurfaces with minimal overhead storage. The Contour Tree can also be used to build user interfaces reporting the complete topological characterization of a scalar field. The first part of the paper presents a new scheme that augments the Contour Tree with the Betti numbers of each isocontour in linear time. We show how to extend the scheme with the Betti number computation without increasing its complexity. Thus, we improve on the time complexity from our previous approach from O(m log m) to O(n log n+m), where m is the number of tetrahedra and n is the number of vertices in the domain of ℱ. The second part of the paper introduces a new divide-and-conquer algorithm that computes the Augmented Contour Tree with improved efficiency. The central part of the scheme computes the output Contour Tree by merging two intermediate Contour Trees and is independent of the interpolant. In this way we confine any knowledge regarding a specific interpolant to an oracle that computes the tree for a single cell. We have implemented this oracle for the trilinear interpolant and plan to replace it with higher order interpolants when needed. The complexity of the scheme is O(n+t log n), where t is the number of critical points of ℱ. For the first time we can compute the Contour Tree in linear time in many practical cases when t=O(n1-ε). Lastly, we report the running times for a parallel implementation of our algorithm, showing good scalability with the number of processors.
Pascucci, V.;Cole-McLaughlin, K.
Center of Appl. Sci. Comput., Lawrence Livermore Nat. Lab., CA, USA|c|;
10.1109/VISUAL.1997.663875
Isosurfaces, Level Set Topology, Betti Numbers
Vis
2002
Efficient simplification of point-sampled surfaces
10.1109/VISUAL.2002.1183771
1. 170
C
We introduce, analyze and quantitatively compare a number of surface simplification methods for point-sampled geometry. We have implemented incremental and hierarchical clustering, iterative simplification, and particle simulation algorithms to create approximations of point-based models with lower sampling density. All these methods work directly on the point cloud, requiring no intermediate tesselation. We show how local variation estimation and quadric error metrics can be employed to diminish the approximation error and concentrate more samples in regions of high curvature. To compare the quality of the simplified surfaces, we have designed a new method for computing numerical and visual error estimates for point-sampled surfaces. Our algorithms are fast, easy to implement, and create high-quality surface approximations, clearly demonstrating the effectiveness of point-based surface simplification.
Pauly, M.;Gross, M.;Kobbelt, L.P.
Eidgenossische Tech. Hochschule, Zurich, Switzerland|c|;;
10.1109/VISUAL.2001.964503;10.1109/VISUAL.1999.809896;10.1109/VISUAL.2001.964502;10.1109/VISUAL.2001.964489;10.1109/VISUAL.2000.885722
Vis
2002
Evaluation of a multimodal interface for 3D terrain visualization
10.1109/VISUAL.2002.1183802
4. 418
C
Novel speech and/or gesture interfaces are candidates for use in future mobile or ubiquitous applications. This paper describes an evaluation of various interfaces for visual navigation of a whole Earth 3D terrain model. A mouse driven interface, a speech interface, a gesture interface, and a multimodal speech and gesture interface were used to navigate to targets placed at various points on the Earth. This study measured each participant's recall of target identity, order, and location as a measure of cognitive load. Timing information as well as a variety of subjective measures including discomfort and user preference were taken. While the familiar and mature mouse interface scored best by most measures, the speech interface also performed well. The gesture and multimodal interface suffered from weaknesses in the gesture modality. Weaknesses in the speech and multimodal modalities are identified and areas for improvement are discussed.
Krum, D.;Omoteso, O.;Ribarsky, W.;Starner, T.;Hodges, L.F.
Coll. of Comput., Georgia Inst. of Technol., Atlanta, GA, USA|c|;;;;
multimodal interaction, evaluation, navigation, speech recognition, gesture recognition, virtual reality, mobile visualization, GIS
Vis
2002
Exploring scalar fields using critical isovalues
10.1109/VISUAL.2002.1183772
1. 178
C
Isosurfaces are commonly used to visualize scalar fields. Critical isovalues indicate isosurface topology changes: the creation of new surface components, merging of surface components or the formation of holes in a surface component. Therefore, they highlight interesting isosurface behavior and are helpful in exploration of large trivariate data sets. We present a method that detects critical isovalues in a scalar field defined by piecewise trilinear interpolation over a rectilinear grid and describe how to use them when examining volume data. We further review varieties of the marching cubes (MC) algorithm, with the intention of preserving topology of the trilinear interpolant when extracting an isosurface. We combine and extend two approaches in such a way that it is possible to extract meaningful isosurfaces even when a critical value is chosen as the isovalue.
Weber, G.H.;Scheuermann, G.;Hagen, H.;Hamann, B.
AG Graphische Datenverarbeitung und Computergeometrie, Kaiserslautern Univ., Germany|c|;;;
10.1109/VISUAL.1990.146401;10.1109/VISUAL.1997.663875;10.1109/VISUAL.1998.745284;10.1109/VISUAL.1999.809932;10.1109/VISUAL.1991.175782;10.1109/VISUAL.2000.885703;10.1109/VISUAL.2000.885705
scalar field topology, critical point, volume visualization, data exploration, isosurfaces, marching cubes
Vis
2002
Exploring surface characteristics with interactive Gaussian images (a case study)
10.1109/VISUAL.2002.1183828
5. 556
C
The Gauss map projects surface normals to a unit sphere, providing a powerful visualization of the geometry of a graphical object. it can be used to predict visual events caused by changes in lighting, shading, and camera control. We present an interactive technique for portraying the Gauss map of polygonal models, mapping surface normals and the magnitudes of surface curvature using a spherical projection. Unlike other visualizations of surface curvature, we create our Gauss map directly from polygonal meshes without requiring any complex intermediate calculations of differential geometry. For anything other than simple shapes, surface information is densely mapped into the Gaussian normal image, inviting the use of visualization techniques to amplify and emphasize details hidden within the wealth of data. We present the use of interactive visualization tools such as brushing and linking to explore the surface properties of solid shapes. The Gauss map is shown to be simple to compute, easy to view dynamically, and effective at portraying important features of polygonal models.
Lowekamp, B.;Rheingans, P.;Yoo, T.S.
Maryland Univ., Baltimore, MD, USA|c|;;
10.1109/VISUAL.2001.964529
Computational Geometry, Gauss map, Illumination and shading, Interactive visualization
Vis
2002
Face-based luminance matching for perceptual colormap generation
10.1109/VISUAL.2002.1183788
2. 306
C
Most systems used for creating and displaying colormap-based visualizations are not photometrically calibrated. That is, the relationship between RGB input levels and perceived luminance is usually not known, due to variations in the monitor, hardware configuration, and the viewing environment. However, the luminance component of perceptually based colormaps should be controlled, due to the central role that luminance plays in our visual processing. We address this problem with a simple and effective method for performing luminance matching on an uncalibrated monitor. The method is akin to the minimally distinct border technique (a previous method of luminance matching used for measuring luminous efficiency), but our method relies on the brain's highly developed ability to distinguish human faces. We present a user study showing that our method produces equivalent results to the minimally distinct border technique, but with significantly improved precision. We demonstrate how results from our luminance matching method can be directly applied to create new univariate colormaps.
Kindlmann, G.;Reinhard, E.;Creem, S.
Sch. of Comput., Utah Univ., Salt Lake City, UT, USA|c|;;
10.1109/VISUAL.1995.480803;10.1109/VISUAL.1992.235201;10.1109/VISUAL.2001.964510
Colormaps, Color Scales, Isoluminance, Brightness Matching, Perceptually-based Visualization
Vis
2002
Fast and reliable space leaping for interactive volume rendering
10.1109/VISUAL.2002.1183775
1. 202
C
We present a fast and reliable space-leaping scheme to accelerate ray casting during interactive navigation in a complex volumetric scene, where we combine innovative space-leaping techniques in a number of ways. First, we derive most of the pixel depths at the current frame by exploiting the temporal coherence during navigation, where we employ a novel fast cell-based reprojection scheme that is more reliable than the traditional intersection-point based reprojection. Next, we exploit the object space coherence to quickly detect the remaining pixel depths, by using a precomputed accurate distance field that stores the Euclidean distance from each empty (background) voxel toward its nearest object boundary. In addition, we propose an effective solution to the challenging new-incoming-objects problem during navigation. Our algorithm has been implemented on a 16-processor SGI Power Challenge and reached interactive rendering rates at more than 10 Hz during the navigation inside 5123 volume data sets acquired from both a simulation phantom and actual patients.
Wan, M.;Sadiq, A.;Kaufman, A.
Boeing Co., Seattle, WA, USA|c|;;
virtual navigation, volume visualization, ray-casting optimization, space leaping
Vis
2002
Fast view-dependent level-of-detail rendering using cached geometry
10.1109/VISUAL.2002.1183783
2. 265
C
Level-of-detail rendering is essential for rendering very large, detailed worlds in real-time. Unfortunately, level-of-detail computations can be expensive, creating a bottleneck at the CPU. This paper presents the CABTT algorithm, an extension to existing binary-triangle-tree-based level-of-detail algorithms. Instead of manipulating triangles, the CABTT algorithm instead operates on clusters of geometry called aggregate triangles. This reduces CPU overhead, eliminating a bottleneck common to level-of-detail algorithms. Since aggregate triangles stay fixed over several frames, they may be cached on the video card. This further reduces CPU load and fully utilizes the hardware accelerated rendering pipeline on modern video cards. These improvements result in a fourfold increase in frame rate over ROAM at high detail levels. Our implementation renders an approximation of an 8 million triangle height field at 42 frames per second with an maximum error of 1 pixel on consumer hardware.
Levenberg, J.
California Univ., Berkeley, CA, USA|c|
10.1109/VISUAL.1997.663860;10.1109/VISUAL.1996.567600;10.1109/VISUAL.1998.745280;10.1109/VISUAL.2001.964533;10.1109/VISUAL.1996.568126;10.1109/VISUAL.1998.745282
view-dependent mesh, level of detail, height fields, terrain, binary triangle trees, triangle bintree, multiresolution meshes, displacement maps, frame-to-frame coherence
Vis
2002
Fast visualization of plane-like structures in voxel data
10.1109/VISUAL.2002.1183753
2. 36
C
We present a robust, noise-resistant criterion characterizing plane-like skeletons in binary voxel objects. It is based on a distance map and the geodesic distance along the object's boundary. A parameter allows us to control the noise sensitivity. If needed, homotopy with the original object might be reconstructed in a second step, using an improved distance ordered thinning algorithm. The skeleton is analyzed to create a geometric representation for rendering. Plane-like parts are transformed into an triangulated surface not enclosing a volume by a suitable triangulation scheme. The resulting surfaces have lower triangle count than those created with standard methods and tend to maintain the original geometry, even after simplification with a high decimation rate. Our algorithm allows us to interactively render expressive images of complex 3D structures, emphasizing independently plane-like and rod-like structures. The methods are applied for visualization of the microstructure of bone biopsies.
Prohaska, S.;Hege, H.-C.
Dept. for Sci. Visualization, Zuse Inst. Berlin, Germany|c|;
skeletonization, thinning, distance transform, triangulation, visualization
Vis
2002
GeneVis: visualization tools for genetic regulatory network dynamics
10.1109/VISUAL.2002.1183781
2. 250
C
GeneVis provides a visual environment for exploring the dynamics of genetic regulatory networks. At present time, genetic regulation is the focus of intensive research worldwide, and computational aids are being called for to help in the research of factors that are difficult to observe directly. GeneVis provides a particle-based simulation of genetic networks and visualizes the process of this simulation as it occurs. Two dynamic visualization techniques are provided, a visualization of the movement of the regulatory proteins and a visualization of the relative concentrations of these proteins. Several interactive tools relate the dynamic visualizations to the underlying genetic network structure.
Baker, C.;Carpendale, S.;Prusinkiewicz, P.;Surette, M.G.
Dept. of Comput. Sci., Calgary Univ., Alta., Canada|c|;;;
biological visualization, visualization, multi-representation, genetic networks, lenses, focus and context