DevLan/vispubs huggingface dataset:
Asynchronous Distributed Calibration for Scalable and Reconfigurable Multi-Projector Displays
Authors: Ezekiel S. Bhasker, Pinaki Sinha, Aditi Majumder
Published at Vis, 2006

Centralized techniques have been used until now when automatically calibrating (both geometrically and photometrically) large high-resolution displays created by tiling multiple projectors in a 2D array. A centralized server managed all the projectors and also the camera(s) used to calibrate the display. In this paper, we propose an asynchronous distributed calibration methodology via a display unit called the plug-and-play projector (PPP). The PPP consists of a projector, camera, computation and communication unit, thus creating a self-sufficient module that enables an asynchronous distributed architecture for multi-projector displays. We present a single-program-multiple-data (SPMD) calibration algorithm that runs on each PPP and achieves a truly scalable and reconfigurable display without any input from the user. It instruments novel capabilities like adding/removing PPPs from the display dynamically, detecting faults, and reshaping the display to a reasonable rectangular shape to react to the addition/removal/faults. To the best of our knowledge, this is the first attempt to realize a completely asynchronous and distributed calibration architecture and methodology for multi-projector displays
Caricaturistic Visualization
Authors: Peter Rautek, Ivan Viola, M. Eduard Gröller
Published at Vis, 2006

Caricatures are pieces of art depicting persons or sociological conditions in a non-veridical way. In both cases caricatures are referring to a reference model. The deviations from the reference model are the characteristic features of the depicted subject. Good caricatures exaggerate the characteristics of a subject in order to accent them. The concept of caricaturistic visualization is based on the caricature metaphor. The aim of caricaturistic visualization is an illustrative depiction of characteristics of a given dataset by exaggerating deviations from the reference model. We present the general concept of caricaturistic visualization as well as a variety of examples. We investigate different visual representations for the depiction of caricatures. Further, we present the caricature matrix, a technique to make differences between datasets easily identifiable
ClearView: An Interactive Context Preserving Hotspot Visualization Technique
Authors: Jens H. Krüger, Jens Schneider 0002, Rüdiger Westermann
Published at Vis, 2006

Volume rendered imagery often includes a barrage of 3D information like shape, appearance and topology of complex structures, and it thus quickly overwhelms the user. In particular, when focusing on a specific region a user cannot observe the relationship between various structures unless he has a mental picture of the entire data. In this paper we present ClearView, a GPU-based, interactive framework for texture-based volume ray-casting that allows users which do not have the visualization skills for this mental exercise to quickly obtain a picture of the data in a very intuitive and user-friendly way. ClearView is designed to enable the user to focus on particular areas in the data while preserving context information without visual clutter. ClearView does not require additional feature volumes as it derives any features in the data from image information only. A simple point-and-click interface enables the user to interactively highlight structures in the data. ClearView provides an easy to use interface to complex volumetric data as it only uses transparency in combination with a few specific shaders to convey focus and context information
Comparative Visualization for Wave-based and Geometric Acoustics
Authors: Eduard Deines, Martin Hering-Bertram, Jan Mohring, Jevgenijs Jegorovs, Frank Michel 0001, Hans Hagen, Gregory M. Nielson
Published at Vis, 2006

We present a comparative visualization of the acoustic simulation results obtained by two different approaches that were combined into a single simulation algorithm. The first method solves the wave equation on a volume grid based on finite elements. The second method, phonon tracing, is a geometric approach that we have previously developed for interactive simulation, visualization and modeling of room acoustics. Geometric approaches of this kind are more efficient than FEM in the high and medium frequency range. For low frequencies they fail to represent diffraction, which on the other hand can be simulated properly by means of FEM. When combining both methods we need to calibrate them properly and estimate in which frequency range they provide comparable results. For this purpose we use an acoustic metric called gain and display the resulting error. Furthermore we visualize interference patterns, since these depend not only on diffraction, but also exhibit phase-dependent amplification and neutralization effects
Composite Rectilinear Deformation for Stretch and Squish Navigation
Authors: James Slack, Tamara Munzner
Published at Vis, 2006

We present the first scalable algorithm that supports the composition of successive rectilinear deformations. Earlier systems that provided stretch and squish navigation could only handle small datasets. More recent work featuring rubber sheet navigation for large datasets has focused on rendering and on application-specific issues. However, no algorithm has yet been presented for carrying out such navigation methods; our paper addresses this problem. For maximum flexibility with large datasets, a stretch and squish navigation algorithm should allow for millions of potentially deformable regions. However, typical usage only changes the extents of a small subset k of these n regions at a time. The challenge is to avoid computations that are linear in n, because a single deformation can affect the absolute screen-space location of every deformable region. We provide an O(klogn) algorithm that supports any application that can lay out a dataset on a generic grid, and show an implementation that allows navigation of trees and gene sequences with millions of items in sub-millisecond time
Concurrent Visualization in a Production Supercomputing Environment
Authors: David Ellsworth, Bryan Green, Chris Henze, Patrick J. Moran, Timothy Sandstrom
Published at Vis, 2006

We describe a concurrent visualization pipeline designed for operation in a production supercomputing environment. The facility was initially developed on the NASA Ames "Columbia" supercomputer for a massively parallel forecast model (GEOS4). During the 2005 Atlantic hurricane season, GEOS4 was run 4 times a day under tight time constraints so that its output could be included in an ensemble prediction that was made available to forecasters at the National Hurricane Center. Given this time-critical context, we designed a configurable concurrent pipeline to visualize multiple global fields without significantly affecting the runtime model performance or reliability. We use MPEG compression of the accruing images to facilitate live low-bandwidth distribution of multiple visualization streams to remote sites. We also describe the use of our concurrent visualization framework with a global ocean circulation model, which provides a 864-fold increase in the temporal resolution of practically achievable animations. In both the atmospheric and oceanic circulation models, the application scientists gained new insights into their model dynamics, due to the high temporal resolution animations attainable
Detection and Visualization of Defects in 3D Unstructured Models of Nematic Liquid Crystals
Authors: Ketan Mehta, T. J. Jankun-Kelly
Published at Vis, 2006

A method for the semi-automatic detection and visualization of defects in models of nematic liquid crystals (NLCs) is introduced; this method is suitable for unstructured models, a previously unsolved problem. The detected defects - also known as disclinations - are regions were the alignment of the liquid crystal rapidly changes over space; these defects play a large role in the physical behavior of the NLC substrate. Defect detection is based upon a measure of total angular change of crystal orientation (the director) over a node neighborhood via the use of a nearest neighbor path. Visualizations based upon the detection algorithm clearly identify complete defect regions as opposed to incomplete visual descriptions provided by cutting-plane and isosurface approaches. The introduced techniques are currently in use by scientists studying the dynamics of defect change
Diffusion Tensor Visualization with Glyph Packing
Authors: Gordon L. Kindlmann, Carl-Fredrik Westin
Published at Vis, 2006

A common goal of multivariate visualization is to enable data inspection at discrete points, while also illustrating larger-scale continuous structures. In diffusion tensor visualization, glyphs are typically used to meet the first goal, and methods such as texture synthesis or fiber tractography can address the second. We adapt particle systems originally developed for surface modeling and anisotropic mesh generation to enhance the utility of glyph-based tensor visualizations. By carefully distributing glyphs throughout the field (either on a slice, or in the volume) into a dense packing, using potential energy profiles shaped by the local tensor value, we remove undue visual emphasis of the regular sampling grid of the data, and the underlying continuous features become more apparent. The method is demonstrated on a DT-MRI scan of a patient with a brain tumor
Distributed Shared Memory for Roaming Large Volumes
Authors: Laurent Castanie, Christophe Mion, Xavier Cavin, Bruno Lévy 0001
Published at Vis, 2006

We present a cluster-based volume rendering system for roaming very large volumes. This system allows to move a gigabyte-sized probe inside a total volume of several tens or hundreds of gigabytes in real-time. While the size of the probe is limited by the total amount of texture memory on the cluster, the size of the total data set has no theoretical limit. The cluster is used as a distributed graphics processing unit that both aggregates graphics power and graphics memory. A hardware-accelerated volume renderer runs in parallel on the cluster nodes and the final image compositing is implemented using a pipelined sort-last rendering algorithm. Meanwhile, volume bricking and volume paging allow efficient data caching. On each rendering node, a distributed hierarchical cache system implements a global software-based distributed shared memory on the cluster. In case of a cache miss, this system first checks page residency on the other cluster nodes instead of directly accessing local disks. Using two gigabit Ethernet network interfaces per node, we accelerate data fetching by a factor of 4 compared to directly accessing local disks. The system also implements asynchronous disk access and texture loading, which makes it possible to overlap data loading, volume slicing and rendering for optimal volume roaming
Dynamic View Selection for Time-Varying Volumes
Authors: Guangfeng Ji, Han-Wei Shen
Published at Vis, 2006

Animation is an effective way to show how time-varying phenomena evolve over time. A key issue of generating a good animation is to select ideal views through which the user can perceive the maximum amount of information from the time-varying dataset. In this paper, we first propose an improved view selection method for static data. The method measures the quality of a static view by analyzing the opacity, color and curvature distributions of the corresponding volume rendering images from the given view. Our view selection metric prefers an even opacity distribution with a larger projection area, a larger area of salient features' colors with an even distribution among the salient features, and more perceived curvatures. We use this static view selection method and a dynamic programming approach to select time-varying views. The time-varying view selection maximizes the information perceived from the time-varying dataset based on the constraints that the time-varying view should show smooth changes of direction and near-constant speed. We also introduce a method that allows the user to generate a smooth transition between any two views in a given time step, with the perceived information maximized as well. By combining the static and dynamic view selection methods, the users are able to generate a time-varying view that shows the maximum amount of information from a time-varying data set
Enhancing Depth Perception in Translucent Volumes
Authors: Marta Kersten-Oertel, James Stewart, Nikolaus F. Troje, Randy E. Ellis
Published at Vis, 2006

We present empirical studies that consider the effects of stereopsis and simulated aerial perspective on depth perception in translucent volumes. We consider a purely absorptive lighting model, in which light is not scattered or reflected, but is simply absorbed as it passes through the volume. A purely absorptive lighting model is used, for example, when rendering digitally reconstructed radiographs (DRRs), which are synthetic X-ray images reconstructed from CT volumes. Surgeons make use of DRRs in planning and performing operations, so an improvement of depth perception in DRRs may help diagnosis and surgical planning
Exploded Views for Volume Data
Authors: Stefan Bruckner, M. Eduard Gröller
Published at Vis, 2006

Exploded views are an illustration technique where an object is partitioned into several segments. These segments are displaced to reveal otherwise hidden detail. In this paper we apply the concept of exploded views to volumetric data in order to solve the general problem of occlusion. In many cases an object of interest is occluded by other structures. While transparency or cutaways can be used to reveal a focus object, these techniques remove parts of the context information. Exploded views, on the other hand, do not suffer from this drawback. Our approach employs a force-based model: the volume is divided into a part configuration controlled by a number of forces and constraints. The focus object exerts an explosion force causing the parts to arrange according to the given constraints. We show that this novel and flexible approach allows for a wide variety of explosion-based visualizations including view-dependent explosions. Furthermore, we present a high-quality GPU-based volume ray casting algorithm for exploded views which allows rendering and interaction at several frames per second
Extensions of the Zwart-Powell Box Spline for Volumetric Data Reconstruction on the Cartesian Lattice
Authors: Alireza Entezari, Torsten Möller
Published at Vis, 2006

In this article we propose a box spline and its variants for reconstructing volumetric data sampled on the Cartesian lattice. In particular we present a tri-variate box spline reconstruction kernel that is superior to tensor product reconstruction schemes in terms of recovering the proper Cartesian spectrum of the underlying function. This box spline produces a C&lt;sup&gt;2&lt;/sup&gt; reconstruction that can be considered as a three dimensional extension of the well known Zwart-Powell element in 2D. While its smoothness and approximation power are equivalent to those of the tri-cubic B-spline, we illustrate the superiority of this reconstruction on functions sampled on the Cartesian lattice and contrast it to tensor product B-splines. Our construction is validated through a Fourier domain analysis of the reconstruction behavior of this box spline. Moreover, we present a stable method for evaluation of this box spline by means of a decomposition. Through a convolution, this decomposition reduces the problem to evaluation of a four directional box spline that we previously published in its explicit closed form
Fast and Efficient Compression of Floating-Point Data
Authors: Peter Lindstrom 0001, Martin Isenburg
Published at Vis, 2006

Large scale scientific simulation codes typically run on a cluster of CPUs that write/read time steps to/from a single file system. As data sets are constantly growing in size, this increasingly leads to I/O bottlenecks. When the rate at which data is produced exceeds the available I/O bandwidth, the simulation stalls and the CPUs are idle. Data compression can alleviate this problem by using some CPU cycles to reduce the amount of data needed to be transfered. Most compression schemes, however, are designed to operate offline and seek to maximize compression, not throughput. Furthermore, they often require quantizing floating-point values onto a uniform integer grid, which disqualifies their use in applications where exact values must be retained. We propose a simple scheme for lossless, online compression of floating-point data that transparently integrates into the I/O of many applications. A plug-in scheme for data-dependent prediction makes our scheme applicable to a wide variety of data used in visualization, such as unstructured meshes, point sets, images, and voxel grids. We achieve state-of-the-art compression rates and speeds, the latter in part due to an improved entropy coder. We demonstrate that this significantly accelerates I/O throughput in real simulation runs. Unlike previous schemes, our method also adapts well to variable-precision floating-point and integer data
Feature Aligned Volume Manipulation for Illustration and Visualization
Authors: Carlos D. Correa, Deborah Silver, Min Chen 0001
Published at Vis, 2006

In this paper we describe a GPU-based technique for creating illustrative visualization through interactive manipulation of volumetric models. It is partly inspired by medical illustrations, where it is common to depict cuts and deformation in order to provide a better understanding of anatomical and biological structures or surgical processes, and partly motivated by the need for a real-time solution that supports the specification and visualization of such illustrative manipulation. We propose two new feature aligned techniques, namely surface alignment and segment alignment, and compare them with the axis-aligned techniques which were reported in previous work on volume manipulation. We also present a mechanism for defining features using texture volumes, and methods for computing correct normals for the deformed volume in respect to different alignments. We describe a GPU-based implementation to achieve real-time performance of the techniques and a collection of manipulation operators including peelers, retractors, pliers and dilators which are adaptations of the metaphors and tools used in surgical procedures and medical illustrations. Our approach is directly applicable in medical and biological illustration, and we demonstrate how it works as an interactive tool for focus+context visualization, as well as a generic technique for volume graphics
fine-grained Visualization Pipelines and Lazy Functional Languages
Authors: David J. Duke, Malcolm Wallace, Rita Borgo, Colin Runciman
Published at Vis, 2006

The pipeline model in visualization has evolved from a conceptual model of data processing into a widely used architecture for implementing visualization systems. In the process, a number of capabilities have been introduced, including streaming of data in chunks, distributed pipelines, and demand-driven processing. Visualization systems have invariably built on stateful programming technologies, and these capabilities have had to be implemented explicitly within the lower layers of a complex hierarchy of services. The good news for developers is that applications built on top of this hierarchy can access these capabilities without concern for how they are implemented. The bad news is that by freezing capabilities into low-level services expressive power and flexibility is lost. In this paper we express visualization systems in a programming language that more naturally supports this kind of processing model. Lazy functional languages support fine-grained demand-driven processing, a natural form of streaming, and pipeline-like function composition for assembling applications. The technology thus appears well suited to visualization applications. Using surface extraction algorithms as illustrative examples, and the lazy functional language Haskell, we argue the benefits of clear and concise expression combined with fine-grained, demand-driven computation. Just as visualization provides insight into data, functional abstraction provides new insight into visualization
Full Body Virtual Autopsies using a State-of-the-art Volume Rendering Pipeline
Authors: Patric Ljung, Calle Winskog, Anders Persson, Claes Lundström, Anders Ynnerman
Published at Vis, 2006

This paper presents a procedure for virtual autopsies based on interactive 3D visualizations of large scale, high resolution data from CT-scans of human cadavers. The procedure is described using examples from forensic medicine and the added value and future potential of virtual autopsies is shown from a medical and forensic perspective. Based on the technical demands of the procedure state-of-the-art volume rendering techniques are applied and refined to enable real-time, full body virtual autopsies involving gigabyte sized data on standard GPUs. The techniques applied include transfer function based data reduction using level-of-detail selection and multi-resolution rendering techniques. The paper also describes a data management component for large, out-of-core data sets and an extension to the GPU-based raycaster for efficient dual TF rendering. Detailed benchmarks of the pipeline are presented using data sets from forensic cases
High-Level User Interfaces for Transfer Function Design with Semantics
Authors: Christof Rezk-Salama, Maik Keller, Peter Kohlmann
Published at Vis, 2006

Many sophisticated techniques for the visualization of volumetric data such as medical data have been published. While existing techniques are mature from a technical point of view, managing the complexity of visual parameters is still difficult for nonexpert users. To this end, this paper presents new ideas to facilitate the specification of optical properties for direct volume rendering. We introduce an additional level of abstraction for parametric models of transfer functions. The proposed framework allows visualization experts to design high-level transfer function models which can intuitively be used by non-expert users. The results are user interfaces which provide semantic information for specialized visualization problems. The proposed method is based on principal component analysis as well as on concepts borrowed from computer animation
High-Quality Extraction of Isosurfaces from Regular and Irregular Grids
Authors: John M. Schreiner, Carlos Scheidegger, Cláudio T. Silva
Published at Vis, 2006

Isosurfaces are ubiquitous in many fields, including visualization, graphics, and vision. They are often the main computational component of important processing pipelines (e.g., surface reconstruction), and are heavily used in practice. The classical approach to compute isosurfaces is to apply the Marching Cubes algorithm, which although robust and simple to implement, generates surfaces that require additional processing steps to improve triangle quality and mesh size. An important issue is that in some cases, the surfaces generated by Marching Cubes are irreparably damaged, and important details are lost which can not be recovered by subsequent processing. The main motivation of this work is to develop a technique capable of constructing high-quality and high-fidelity isosurfaces. We propose a new advancing front technique that is capable of creating high-quality isosurfaces from regular and irregular volumetric datasets. Our work extends the guidance field framework of Schreiner et al. to implicit surfaces, and improves it in significant ways. In particular, we describe a set of sampling conditions that guarantee that surface features will be captured by the algorithm. We also describe an efficient technique to compute a minimal guidance field, which greatly improves performance. Our experimental results show that our technique can generate high-quality meshes from complex datasets