IEEE VIS Publication Dataset

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Vis
2002
PRIMA: A case study of using information visualization techniques for patient record analysis
10.1109/VISUAL.2002.1183817
5. 512
C
We have created an application, called PRIMA (Patient Record intelligent Monitoring and Analysis), which can be used to visualize and understand patient record data. It was developed to better understand a large collection of patient records of bone marrow transplants at Hadassah Hospital in Jerusalem, Israel. It is based on an information visualization toolkit, Opal, which has been developed at the IBM T.J. Watson Research Center. Opal allows intelligent, interactive visualization of a wide variety of different types of data. The PRIMA application is generally applicable to a wide range of patient record data, as the underlying toolkit is flexible with regard to the form of the input data. This application is a good example of the usefulness of information visualization techniques in the bioinformatics domain, as these techniques have been developed specifically to deal with diverse sets of often unfamiliar data. We illustrate several unanticipated findings which resulted from the use of a flexible and interactive information visualization environment.
Gresh, D.L.;Rabenhorst, D.A.;Shabo, A.;Slavin, S.
IBM Thomas J. Watson Res. Center, NY, USA|c|;;;
visualization, information visualization, bioinformatics, medical records
Vis
2002
Probabilistic surfaces: point based primitives to show surface uncertainty
10.1109/VISUAL.2002.1183769
1. 153
C
Efficient and informative visualization of surfaces with uncertainties is an important topic with many applications in science and engineering. Examples include environmental pollution borderline identification, identification of the limits of an oil basin, or discrimination between contaminated and healthy tissue in medicine. This paper presents an approach for such visualization using points as display primitives. The approach is to render each polygon as a collection of points and to displace each point from the surface in the direction of the surface normal by an amount proportional to some random number multiplied by the uncertainty level at that point. This approach can be used in combination with other techniques such as pseudo-coloring and shading to give rise to efficient and revealing visualizations. The method is used to visualize real and simulated tumor formations with uncertainty of tumor boundaries.
Grigoryan, G.;Rheingans, P.
Maryland Univ., Baltimore, MD, USA|c|;
10.1109/VISUAL.1996.568105;10.1109/VISUAL.2000.885679;10.1109/VISUAL.2001.964492;10.1109/VISUAL.1995.480802
uncertainty, visualizing surface uncertainty, points as display primitives
Vis
2002
QuadTIN: quadtree based triangulated irregular networks
10.1109/VISUAL.2002.1183800
3. 402
C
Interactive visualization of large digital elevation models is of continuing interest in scientific visualization, GIS, and virtual reality applications. Taking advantage of the regular structure of grid digital elevation models, efficient hierarchical multiresolution triangulation and adaptive level-of-detail (LOD) rendering algorithms have been developed for interactive terrain visualization. Despite the higher triangle count, these approaches generally outperform mesh simplification methods that produce irregular triangulated network (TIN) based LOD representations. In this project we combine the advantage of a TIN based mesh simplification preprocess with high-performance quadtree based LOD triangulation and rendering at run-time. This approach, called QuadTIN, generates an efficient quadtree triangulation hierarchy over any irregular point set that may originate from irregular terrain sampling or from reducing oversampling in high-resolution grid digital elevation models.
Pajarola, R.;Antonijuan, M.;Lario, R.
Dept. of Inf. & Comput. Sci., California Univ., Irvine, CA, USA|c|;;
10.1109/VISUAL.1997.663860;10.1109/VISUAL.2001.964533;10.1109/VISUAL.1998.745282;10.1109/VISUAL.1998.745280
multiresolution triangulation, real-time terrain visualization, triangulated irregular networks, level-of-detail
Vis
2002
Rendering the first star in the Universe - A case study
10.1109/VISUAL.2002.1183824
5. 540
C
For quantitative examination of phenomena that simultaneously occur on very different spatial and temporal scales, adaptive hierarchical schemes are required. A special numerical multilevel technique, associated with a particular hierarchical data structure, is so-called adaptive mesh refinement (AMR). It allows one to bridge a wide range of spatial and temporal resolutions and therefore gains increasing popularity. We describe the interplay of several visualization and VR software packages for rendering time dependent AMR simulations of the evolution of the first star in the universe. The work was done in the framework of a television production for Discovery Channel television, "The Unfolding Universe.". Parts of the data were taken from one of the most complex AMR simulation ever carried out: It contained up to 27 levels of resolution, requiring modifications to the texture based AMR volume rendering algorithm that was used to depict the density distribution of the gaseous interstellar matter. A voice and gesture controlled CAVE application was utilized to define camera paths following the interesting features deep inside the computational domains. Background images created from cosmological computational data were combined with the final renderings.
Kahler, R.;Cox, D.;Patterson, R.;Levy, S.;Hege, H.-C.;Abel, T.
Zuse Inst., Berlin, Germany|c|;;;;;
10.1109/VISUAL.2002.1183820
3D texture based volume rendering, adaptive mesh refinement data, CAVE applications, data visualization
Vis
2002
Scalable alignment of large-format multi-projector displays using camera homography trees
10.1109/VISUAL.2002.1183793
3. 346
C
This paper presents a vision-based geometric alignment system for aligning the projectors in an arbitrarily large display wall. Existing algorithms typically rely on a single camera view and degrade in accuracy as the display resolution exceeds the camera resolution by several orders of magnitude. Naive approaches to integrating multiple zoomed camera views fail since small errors in aligning adjacent views propagate quickly over the display surface to create glaring discontinuities. Our algorithm builds and refines a camera homography tree to automatically register any number of uncalibrated camera images; the resulting system is both faster and significantly more accurate than competing approaches, reliably achieving alignment errors of 0.55 pixels on a 24-projector display in under 9 minutes. Detailed experiments compare our system to two recent display wall alignment algorithms, both on our 18 Megapixel display wall and in simulation. These results indicate that our approach achieves sub-pixel accuracy even on displays with hundreds of projectors.
Chen, H.;Sukthankar, R.;Wallace, G.;Li, K.
Comput. Sci., Princeton Univ., NJ, USA|c|;;;
10.1109/VISUAL.1999.809883;10.1109/VISUAL.2001.964508;10.1109/VISUAL.2000.885685
large-format tiled projection display, display wall, camera-projector systems, camera-based registration and calibration, automatic alignment, scalability, simulation, evaluation
Vis
2002
Sea of images
10.1109/VISUAL.2002.1183792
3. 338
C
A long-standing research problem in computer graphics is to reproduce the visual experience of walking through a large photorealistic environment interactively. On one hand, traditional geometry-based rendering systems fall short of simulating the visual realism of a complex environment. On the other hand, image-based rendering systems have to date been unable to capture and store a sampled representation of a large environment with complex lighting and visibility effects. In this paper, we present a "sea of images," a practical approach to dense sampling, storage, and reconstruction of the plenoptic function in large, complex indoor environments. We use a motorized cart to capture omnidirectional images every few inches on a eye-height plane throughout an environment. The captured images are compressed and stored in a multiresolution hierarchy suitable for real-time prefetching during an interactive walkthrough. Later, novel images are reconstructed for a simulated observer by resampling nearby captured images. Our system acquires 15,254 images over 1,050 square feet at an average image spacing of 1.5 inches. The average capture and processing time is 7 hours. We demonstrate realistic walkthroughs of real-world environments reproducing specular reflections and occlusion effects while rendering 15-25 frames per second.
Aliaga, D.;Funkhouser, T.;Yanovsky, D.;Carlbom, I.
Lucent Technol. Bell Labs, NJ, USA|c|;;;
10.1109/VISUAL.1995.480797
image-based rendering, capture, reconstruction, interactive, walkthrough
Vis
2002
Seamster: inconspicuous low-distortion texture seam layout
10.1109/VISUAL.2002.1183787
2. 298
C
Surface texturing aids the visualization of polygonal meshes by providing additional surface orientation cues and feature annotations. Such texturing is usually implemented via texture mapping, which is easier and more effective when the distortion of the mapping from the surface to the texture map is kept small. We have previously shown that distortion occurs when areas of high surface curvature are flattened into the texture map. By cutting the surface in these areas one can reduce texture map distortion at the expense of additional seam artifacts. This paper describes a faster technique for guiding a texture map seam through high distortion regions, while restricting the seam to regions of low visibility. This results in distortion reducing seams that are less visually distracting and take less time to compute. We have also observed that visibility considerations improve the speed of a recent method that adds cuts to reduce a surface genus.
Sheffer, A.;Hart, J.C.
Dept. of Comput. Sci., Technion-Israel Inst. of Technol., Haifa, Israel|c|;
10.1109/VISUAL.2000.885723
Texture Mapping, Visibility Classification
Vis
2002
Semotus Visum: a flexible remote visualization framework
10.1109/VISUAL.2002.1183758
6. 68
C
By offering more detail and precision, large data sets can provide greater insights to researchers than small data sets. However, these data sets require greater computing resources to view and manage. Remote visualization techniques allow the use of computers that cannot be operated locally. The Semotus Visum framework applies a high-performance client-server paradigm to the problem. The framework utilizes both client and server resources via multiple rendering methods. Experimental results show the framework delivers high frame rates and low latency across a wide range of data sets.
Luke, E.J.;Hansen, C.
Sci. Comput. & Imaging Inst., Utah Univ., Salt Lake City, UT, USA|c|;
10.1109/VISUAL.1997.663891;10.1109/VISUAL.1999.809878;10.1109/VISUAL.1998.745300
remote visualization, client/server
Vis
2002
Simulating fire with texture splats
10.1109/VISUAL.2002.1183779
2. 234
C
We propose the use of textured splats as the basic display primitives for an open surface fire model. The high-detail textures help to achieve a smooth boundary of the fire and gain the small-scale turbulence appearance. We utilize the Lattice Boltzmann Model (LBM) to simulate physically-based equations describing the fire evolution and its interaction with the environment (e.g., obstacles, wind and temperature). The property of fuel and non-burning objects are defined on the lattice of the computation domain. A temperature field is also incorporated to model the generation of smoke from the fire due to incomplete combustion. The linear and local characteristics of the LBM enable us to accelerate the computation with graphics hardware to reach real-time simulation speed, while the texture splat primitives enable interactive rendering frame rates.
Wei, X.;Wei Li;Mueller, K.;Kaufman, A.
Dept. of Comput. Sci., State Univ. of New York, Stony Brook, NY, USA|c|;;;
10.1109/VISUAL.1993.398877
Fire Modeling, Textured Splatting, Lattice Boltzmann Model, Graphics Hardware
Vis
2002
Tensor field visualisation using adaptive filtering of noise fields combined with glyph rendering
10.1109/VISUAL.2002.1183797
3. 378
C
While many methods exist for visualising scalar and vector data, visualisation of tensor data is still troublesome. We present a method for visualising second order tensors in three dimensions using a hybrid between direct volume rendering and glyph rendering. An overview scalar field is created by using three-dimensional adaptive filtering of a scalar field containing noise. The filtering process is controlled by the tensor field to be visualised, creating patterns that characterise the tensor field. By combining direct volume rendering of the scalar field with standard glyph rendering methods for detailed tensor visualisation, a hybrid solution is created. A combined volume and glyph renderer was implemented and tested with both synthetic tensors and strain-rate tensors from the human heart muscle, calculated from phase contrast magnetic resonance image data. A comprehensible result could be obtained, giving both an overview of the tensor field as well as detailed information on individual tensors.
Sigfridsson, A.;Ebbers, T.;Heiberg, E.;Wigstrom, L.
Dept. of Medicine & Care, Linkoping Univ., Sweden|c|;;;
10.1109/VISUAL.1992.235193;10.1109/VISUAL.1999.809905;10.1109/VISUAL.1998.745294;10.1109/VISUAL.1995.480817
Tensor, Visualization, Volume rendering, Glyph rendering, Hybrid rendering, Strain-rate
Vis
2002
TetFusion: an algorithm for rapid tetrahedral mesh simplification
10.1109/VISUAL.2002.1183767
1. 140
C
This paper introduces an algorithm for rapid progressive simplification of tetrahedral meshes: TetFusion. We describe how a simple geometry decimation operation steers a rapid and controlled progressive simplification of tetrahedral meshes, while also taking care of complex mesh-inconsistency problems. The algorithm features a high decimation ratio per step, and inherently discourages any cases of self-intersection of boundary, element-boundary intersection at concave boundary-regions, and negative volume tetrahedra (flipping). We achieved rigorous reduction ratios of up to 98% for meshes consisting of 827,904 elements in less than 2 minutes, progressing through a series of level-of-details (LoDs) of the mesh in a controlled manner. We describe how the approach supports a balanced re-distribution of space between tetrahedral elements, and explain some useful control parameters that make it faster and more intuitive than 'edge collapse'-based decimation methods for volumetric meshes. Finally, we discuss how this approach can be employed for rapid LoD prototyping of large time-varying datasets as an aid to interactive visualization.
Chopra, P.;Meyer, J.
Eng. Res. Center, Mississippi State Univ., MS, USA|c|;
10.1109/VISUAL.1998.745329;10.1109/VISUAL.1997.663883;10.1109/VISUAL.1999.809868;10.1109/VISUAL.2000.885680;10.1109/VISUAL.1998.745315;10.1109/VISUAL.1999.809901
mesh simplification, multi resolution, level-of-detail, unstructured meshes
Vis
2002
Visibility-guided simplification
10.1109/VISUAL.2002.1183784
2. 274
C
For some graphics applications, object interiors and hard-to-see regions contribute little to the final images and need not be processed. In this paper, we define a view-independent visibility measure on mesh surfaces based on the visibility function between the surfaces and a surrounding sphere of cameras. We demonstrate the usefulness of this measure with a visibility-guided simplification algorithm. Mesh simplification reduces the polygon counts of 3D models and speeds up the rendering process. Many mesh simplification algorithms are based on sequences of edge collapses that minimize geometric and attribute errors. By combining the surface visibility measure with a geometric error measure, we obtain simplified models with improvement proportional to the number of low visibility regions in the original models.
Zhang, E.;Turk, G.
GVU Center & Coll. of Comput., Georgia Inst. of Technol., Atlanta, GA, USA|c|;
10.1109/VISUAL.1999.809869;10.1109/VISUAL.2000.885723
Visualization, Visibility, Mesh Simplification, Rendering
Vis
2002
Visualizing dynamic molecular conformations
10.1109/VISUAL.2002.1183780
2. 242
C
The bioactivity of a molecule strongly depends on its metastable conformational shapes and the transitions between these. Therefore, conformation analysis and visualization is a basic prerequisite for the understanding of biochemical processes. We present techniques for visual analysis of metastable molecular conformations. Core of these are flexibly applicable methods for alignment of molecular geometries, as well as methods for depicting shape and 'fuzziness' of metastable conformations. All analysis tools are provided in an integrated working environment. The described techniques are demonstrated with pharmaceutically active biomolecules.
Schmidt-Ehrenberg, J.;Baum, D.;Hege, H.-C.
Zuse Inst. Berlin (ZIB), Germany|c|;;
10.1109/VISUAL.2000.885733
uncertainty visualization, molecular conformation analysis, molecular modeling, drug design
Vis
2002
Volume clipping via per-fragment operations in texture-based volume visualization
10.1109/VISUAL.2002.1183762
9. 100
C
We propose new clipping methods that are capable of using complex geometries for volume clipping. The clipping tests exploit per-fragment operations on the graphics hardware to achieve high frame rates. In combination with texture-based volume rendering, these techniques enable the user to interactively select and explore regions of the data set. We present depth-based clipping techniques that analyze the depth structure of the boundary representation of the clip geometry to decide which parts of the volume have to be clipped. In another approach, a voxelized clip object is used to identify the clipped regions.
Weiskopf, D.;Engel, K.;Ertl, T.
Visualization & Interactive Syst. Group, Stuttgart Univ., Germany|c|;;
10.1109/VISUAL.1999.809892;10.1109/VISUAL.2001.964519;10.1109/VISUAL.1999.809884
volume rendering, clipping, hardware acceleration
Vis
2002
Volume deformation for tensor visualization
10.1109/VISUAL.2002.1183798
3. 386
C
Visualizing second-order 3D tensor fields continue to be a challenging task. Although there are several algorithms that have been presented, no single algorithm by itself is sufficient for the analysis because of the complex nature of tensor fields. In this paper, we present two new methods, based on volume deformation, to show the effects of the tensor field upon its underlying media. We focus on providing a continuous representation of the nature of the tensor fields. Each of these visualization algorithms is good at displaying some particular properties of the tensor field.
Zheng, X.;Pang, A.
Dept. of Comput. Sci., California Univ., Santa Cruz, CA, USA|c|;
10.1109/VISUAL.1998.745316;10.1109/VISUAL.1999.809905;10.1109/VISUAL.1993.398849;10.1109/VISUAL.1991.175789;10.1109/VISUAL.1992.235193;10.1109/VISUAL.1998.745294
stress, strain, shear, symmetric tensors, anti-symmetric tensors, anisotropic tensors
Vis
2002
Volume warping for adaptive isosurface extraction
10.1109/VISUAL.2002.1183809
4. 474
C
Polygonal approximations of isosurfaces extracted from uniformly sampled volumes are increasing in size due to the availability of higher resolution imaging techniques. The large number of I primitives represented hinders the interactive exploration of the dataset. Though many solutions have been proposed to this problem, many require the creation of isosurfaces at multiple resolutions or the use of additional data structures, often hierarchical, to represent the volume. We propose a technique for adaptive isosurface extraction that is easy to implement and allows the user to decide the degree of adaptivity as well as the choice of isosurface extraction algorithm. Our method optimizes the extraction of the isosurface by warping the volume. In a warped volume, areas of importance (e.g. containing significant details) are inflated while unimportant ones are contracted. Once the volume is warped, any extraction algorithm can be applied. The extracted mesh is subsequently unwarped such that the warped areas are rescaled to their initial proportions. The resulting isosurface is represented by a mesh that is more densely sampled in regions decided as important.
Balmelli, L.;Morris, C.J.;Taubin, G.;Bernardini, F.
IBM Thomas J. Watson Res. Center, Hawthorne, NY, USA|c|;;;
10.1109/VISUAL.1996.568127;10.1109/VISUAL.2000.885705
isosurfaces, adaptive isosurface extraction, volume warping, adaptive tessellation
Vis
2002
Volumetric shadows using splatting
10.1109/VISUAL.2002.1183761
8. 92
C
This paper describes an efficient algorithm to model the light attenuation due to a participating media with low albedo. The light attenuation is modeled using splatting volume renderer for both the viewer and the light source. During the rendering, a 2D shadow buffer attenuates the light for each pixel. When the contribution of a footprint is added to the image buffer, as seen from the eye, we add the contribution to the shadow buffer, as seen from the light source. We have generated shadows for point lights and parallel lights using this algorithm. The shadow algorithm has been extended to deal with multiple light sources and projective textured lights.
Zhang, C.;Crawfis, R.
Dept. of Comput. & Inf. Sci., Ohio State Univ., Columbus, OH, USA|c|;
10.1109/VISUAL.1998.745309;10.1109/VISUAL.1999.809909;10.1109/VISUAL.2000.885698;10.1109/VISUAL.2002.1183764
visualization, volume rendering, shadows, illumination
Vis
2002
XFastMesh: fast view-dependent meshing from external memory
10.1109/VISUAL.2002.1183796
3. 370
C
We present a novel disk-based multiresolution triangle mesh data structure that supports paging and view-dependent rendering of very large meshes at interactive frame rates from external memory. Our approach, called XFastMesh, is based on a view-dependent mesh simplification framework that represents half-edge collapse operations in a binary hierarchy known as a merge-tree forest. The proposed technique partitions the merge-tree forest into so-called detail blocks, which consist of binary subtrees, that are stored on disk. We present an efficient external memory data structure and file format that stores all detail information of the multiresolution triangulation method using significantly less storage then previously reported approaches. Furthermore, we present a paging algorithm that provides efficient loading and interactive rendering of large meshes from external memory at varying and view-dependent level-of-detail. The presented approach is highly efficient both in terms of space cost and paging performance.
DeCoro, C.;Pajarola, R.
Dept. of Inf. & Comput. Sci., California Univ., Irvine, CA, USA|c|;
10.1109/VISUAL.1997.663860;10.1109/VISUAL.2001.964502;10.1109/VISUAL.1998.745283;10.1109/VISUAL.2001.964503;10.1109/VISUAL.1996.568126;10.1109/VISUAL.1998.745282
level-of-detail, multiresolution modeling, out-of-core rendering, interactive large-scale visualization
InfoVis
2001
2D vs 3D, implications on spatial memory
10.1109/INFVIS.2001.963291
1. 145
C
Since the introduction of graphical user interfaces (GUI) and two-dimensional (2D) displays, the concept of space has entered the information technology (IT) domain. Interactions with computers were re-encoded in terms of fidelity to the interactions with real environment and consequently in terms of fitness to cognitive and spatial abilities. A further step in this direction was the creation of three-dimensional (3D) displays which have amplified the fidelity of digital representations. However, there are no systematic results evaluating the extent to which 3D displays better support cognitive spatial abilities. The aim of this research is to empirically investigate spatial memory performance across different instances of 2D and 3D displays. Two experiments were performed. The displays used in the experimental situation represented hierarchical information structures. The results of the test show that the 3D display does improve performances in the designed spatial memory task.
Tavanti, M.;Lind, M.
University Sweden|c|;
InfoVis
2001
A comparison of 2-D visualizations of hierarchies
10.1109/INFVIS.2001.963290
1. 138
C
This paper describes two experiments that compare four two-dimensional visualizations of hierarchies: organization chart, icicle plot, treemap, and tree ring. The visualizations are evaluated in the context of decision tree analyses prevalent in data mining applications. The results suggest that either the tree ring or icicle plot is equivalent to the organization chart.
Barlow, T.;Neville, P.
SAS Institute Inc.|c|;
10.1109/INFVIS.1998.729557;10.1109/VISUAL.1992.235217