Van Geuns, B. J. W. M. Rensing, A. H. H. Bongaerts et al. · 2002
OBJECTIVE. Three-dimensional data for noninvasive imaging of the coronary arteries are acquired from electron beam CT, multidetector CT, or MR imaging. Most commonly, surface rendering is used for three-dimensional processing, but recent advances in hardware and software technology have made it possible to use volume rendering. Our objective was to compare volume rendering with surface rendering for the visualization of the coronary artery tree. CONCLUSION. Our experience in the comparison of both techniques shows that because of intrinsic problems associated with surface rendering, volume rendering produces better image quality. T hree-dimensional (3D) data for displaying the coronary arteries in a noninvasive way can be acquired using contrast-enhanced electron beam CT or multidetector CT. Three-dimensional
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Nigel W. John · Medical radiology · 2002
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Robert A. Drebin,et al. · 1988
A technique for rendering images Of volumes containing mixtures of materials is presented. The shading model allows both the interior of a material and the boundary between materials to be colored. Image projection is performed by simulating the absorption of light along the ray path to the eye. The algorithms used are designed to avoid artifacts caused by aliasing and quantization and can be efficiently implemented on an image computer. Images from a variety of applications are shown.
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National Cancer Institute · Definitions · 2020
A 2D projection of a 3D image using one of a variety of algorithms that achieve a display of otherwise hidden voxel values.
Cited by 1Open access
Zhen W. Zhuang, Ling Gao Me, Masahiro Murakami et al. · 2005
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Hari Varadhan, K. Mueller · 2003
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Roger Hubbold, David J. Hancock, Christopher J. Moore · Eurographics · 1998
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Lee Westover · 1989
Article Free Access Share on Interactive volume rendering Author: Lee Westover Department of Computer Science, The University of North Carolina at Chapel Hill, Chapel Hill, North Carolina Department of Computer Science, The University of North Carolina at Chapel Hill, Chapel Hill, North CarolinaView Profile Authors Info & Claims VVS '89: Proceedings of the 1989 Chapel Hill workshop on Volume visualizationMay 1989 Pages 9–16https://doi.org/10.1145/329129.329138Published:18 May 1989Publication History 141citation1,710DownloadsMetricsTotal Citations141Total Downloads1,710Last 12 Months124Last 6 weeks17 Get Citation AlertsNew Citation Alert added!This alert has been successfully added and will be sent to:You will be notified whenever a record that you have chosen has been cited.To manage your alert preferences, click on the button below.Manage my AlertsNew Citation Alert!Please log in to your account Save to BinderSave to BinderCreate a New BinderNameCancelCreateExport CitationPublisher SiteeReaderPDF
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Aleksey V. Rukhlinskiy, Maxim U. Shevtsov, Boris S. Dolgovesov · 2011
The paper briefly introduced the volume rendering as a technique for visualizing voxel data. The system implementing this technique is integrated into VS2000 virtual studio. VS2000 is described. The advantages of the proposed solution for online education courses are outlined.
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Qiu, Feng · SUNY Digital Repository Support (State University of New York System) · 2010
Stony Brook University Libraries.\nSBU Graduate School in Computer Science.\nLawrence Martin (Dean of Graduate School), Arie E. Kaufman, Dissertation Advisor\nDistinguished Professor, Computer Science Department, Klaus Mueller, Chairperson of Defense\nAssociate Professor, Computer Science Department, Xianfeng David Gu\nAssistant Professor, Computer Science Department, Torsten Moller, External Committee Member\nAssociate Professor, Computer Science Department, Simon Fraser University.
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Name Chang-Ling, Advisor Dr. Bruce L · 2007
By using the Fourier Slice Theorem, projections of volume data of size N 3 can be generated in O(N 2 log N) time. An image for any viewing direction can be obtained by taking a 2D slice from a 3D spectrum at the appropriate direction and then inverse Fourier transforming it. In this paper, we have implemented this idea, and the resulting image can be generated faster than conventional volume rendering. Contents 1 Introduction 3 2 Mathematics 3 2.1 Notation : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : 3 2.2 Projection Slice Theory : : : : : : : : : : : : : : : : : : : : : : 3 2.3 Fourier Volume Rendering(FVR) : : : : : : : : : : : : : : : : 4 3 Implementation 6 3.1 Notation : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : 6 3.2 Premultiply Module : : : : : : : : : : : : : : : : : : : : : : : : 6 3.3 NewSlice Module : : : : : : : : : : : : : : : : : : : : : : : : : 7 3.4 FVR Macro : : : : : : : : : : : : : : : : : : : : : : : : : : : : 8 3.5 Other modu...
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Xiaoyang Liu, Usman Alim · Computer Graphics Forum · 2015
Abstract Compressive rendering refers to the process of reconstructing a full image from a small subset of the rendered pixels, thereby expediting the rendering task. In this paper, we empirically investigate three image order techniques for compressive rendering that are suitable for direct volume rendering. The first technique is based on the theory of compressed sensing and leverages the sparsity of the image gradient in the Fourier domain. The latter techniques exploit smoothness properties of the rendered image; the second technique recovers the missing pixels via a total variation minimization procedure while the third technique incorporates a smoothness prior in a variational reconstruction framework employing interpolating cubic B‐splines. We compare and contrast the three techniques in terms of quality, efficiency and sensitivity to the distribution of pixels. Our results show that smoothness‐based techniques significantly outperform techniques that are based on compressed sensing and are also robust in the presence of highly incomplete information. We achieve high quality recovery with as little as 20% of the pixels distributed uniformly in screen space.
Cited by 7Open access
Bing-yu Chen, Jan Kautz, Tong-yee Lee et al. · 2013
Due to 3D occlusion, the specification of proper opacities in direct volume rendering is a time-consuming and unintuitive process. The visibility histograms introduced by Correa and Ma reflect the effect of occlusion by measuring the influence of each sample in the histogram to the rendered image. However, the visibility is defined on individual samples, while volume exploration focuses on conveying the spatial relationships between features. Moreover, the high computational cost and large memory requirement limits its application in multi-dimensional transfer function design. In this paper, we extend visibility histograms to feature visibility, which measures the contribution of each feature in the rendered image. Compared to visibility histograms, it has two distinctive advantages for opacity specification. First, the user can directly specify the visibilities for features and the opacities are automatically generated using an optimization algorithm. Second, its calculation requires only one rendering pass with no additional memory requirement. This feature visibility based opacity specification is fast and compatible with all types of transfer function design. Furthermore, we introduce a two-step volume exploration scheme, in which an automatic optimization is first performed to provide a clear illustration of the spatial relationship and then the user adjusts the visibilities directly to achieve the desired feature enhancement. The effectiveness of this scheme is demonstrated by experimental results on several volumetric datasets.
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Roger Crawfis, Caixia Zhang · 2006
Although many advances have been achieved within the visualization community in the last decade, many challenging problems are still open in volume rendering: high-dimensional rendering, time-varying datasets, large datasets, complex flow fields, improvement of rendering accuracy, fidelity and interactivity, interdisciplinary research with other application communities, and so on.
In this thesis, we study three challenging topics in advanced volume rendering: volumetric shadow and soft shadow algorithm in order to generate more realistic scenes; interval volumes and time-varying interval volumes for structured and unstructured grids; and implicit flow fields for three-dimensional flow visualization.
A shadow is a region of relative darkness within an illuminated region caused by an object totally or partially occluding a light source. Shadows are essential to realistic and informative scenes. In volume rendering, the shadow calculation is difficult because the light intensity is attenuated as the light traverses the volume. We investigate a new shadow algorithm that properly determines the light attenuation and generates shadows for volumetric datasets, by using a 2D shadow buffer to keep track of the light attenuation through the volumetric participating media. Our shadow algorithm can generate accurate shadows with low storage requirements. The generation of soft shadows is a challenging topic in computer graphics which requires integrating the contributions of extended light sources on the illumination of objects. We have extended our shadow algorithm to deal with extended light sources and generate volumetric soft shadows with an analytic method and using a convolution technique. This shadow and soft shadow algorithm also has been applied to mixed scenes of volumetric and polygonal objects. Multiple light scattering is also modeled in our volumetric lighting model.
Interval volume algorithm is a region-of-interest extraction algorithm for steady and time-varying three-dimensional structured and unstructured grids. A high-dimensional iso-surface algorithm is used to construct interval volumes. The algorithm is independent of the dimension and topology of the polyhedral cells comprising the grid, and thus offers an excellent enhancement for volume rendering of unstructured grids.
Three-dimensional flow visualization is a challenging topic due to clutter, occlusion, and lack of depth perception cues in three dimensions. We propose an implicit flow field method to visualize 3D flow fields. An implicit flow field is first extracted using an advection operator on the flow, with a set of flow-related attributes stored. Two techniques are then employed to render the implicit flow field: a slice-based three-dimensional texture mapping approach and an interval volume approach. (Abstract shortened by UMI.)
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Noordmans, J., Voort, H.T.M., Smeulders, Arnold · Data Archiving and Networked Services (DANS) · 2000
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Nathaniel Fout, Kwan‐Liu Ma · IEEE Transactions on Visualization and Computer Graphics · 2012
In order to assess the reliability of volume rendering, it is necessary to consider the uncertainty associated with the volume data and how it is propagated through the volume rendering algorithm, as well as the contribution to uncertainty from the rendering algorithm itself. In this work, we show how to apply concepts from the field of reliable computing in order to build a framework for management of uncertainty in volume rendering, with the result being a self-validating computational model to compute a posteriori uncertainty bounds. We begin by adopting a coherent, unifying possibility-based representation of uncertainty that is able to capture the various forms of uncertainty that appear in visualization, including variability, imprecision, and fuzziness. Next, we extend the concept of the fuzzy transform in order to derive rules for accumulation and propagation of uncertainty. This representation and propagation of uncertainty together constitute an automated framework for management of uncertainty in visualization, which we then apply to volume rendering. The result, which we call fuzzy volume rendering, is an uncertainty-aware rendering algorithm able to produce more complete depictions of the volume data, thereby allowing more reliable conclusions and informed decisions. Finally, we compare approaches for self-validated computation in volume rendering, demonstrating that our chosen method has the ability to handle complex uncertainty while maintaining efficiency.
Cited by 26
Liu, Xiaoyang, Alim, Usman R. · University of Calgary · 2015
Compressive rendering refers to the process of reconstructing a full image from a small subset of the rendered pixels, thereby expediting the rendering task. In this paper, we empirically investigate three image order techniques for compressive rendering that are suitable for direct volume rendering. The first technique is based on the theory of compressed sensing and leverages the sparsity of the image gradient in the Fourier domain. The latter techniques exploit smoothness properties of the rendered image; the second technique recovers the missing pixels via a total variation minimization procedure while the third technique incorporates a smoothness prior in a variational reconstruction framework employing interpolating cubic B-splines. We compare and contrast the three techniques in terms of quality, efficiency and sensitivity to the distribution of pixels. Our results show that smoothness-based techniques significantly outperform techniques that are based on compressed sensing and are also robust in the presence of highly incomplete information. We achieve high quality recovery with as little as 20% of the pixels distributed uniformly in screen space.
Cited by 0Open access
Magnus Wrenninge · 2012
Due to limited publicly available software and lack of documentation, those involved with production volume rendering often have to start from scratch creating the necessary elements to make their system work. Production Volume Rendering: Design and Implementation provides the first full account of volume rendering techniques used for feature anima
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2003
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Stef Busking, Anna Vilanova, Jarke J. Wijk · 2008
Abstract Non-photorealistic techniques are usually applied to produce stylistic renderings. In visualization, these techniques are often able to simplify data, producing clearer images than traditional visualization methods. We investigate the use of particle systems for visualizing volume datasets using non-photorealistic techniques. In our Volume-Flies framework, user-selectable rules affect particles to produce a variety of illustrative styles in a unified way. The techniques presented do not require the generation of explicit intermediary surfaces.
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