Judith Muehl

dblp:26/7593 · also Judith K. Muehl · DBLP profile ↗
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3ranked-venue papers
0as first author
0since 2021 · last 2011
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 3Applied, interdisciplinary, general and emerging computing · 1

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
2 papers
Rendering · 78% Visualization and visual analytics · 22%
Interdisciplinary, comprehensive, and emerging computing
1 paper
Medical and health informatics · 100%

Topics — the 5 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering
volume rendering
0.222011
Crepuscular Rays for Tumor Accessibility Planning · IEEE Trans. Vis. Comput. Graph. 2011
Ray casting of multiple volumetric datasets with polyhedral boundaries on manycore GPUs · ACM Trans. Graph. 2009
Visualization and visual analytics
medical visualization
0.112011
Crepuscular Rays for Tumor Accessibility Planning · IEEE Trans. Vis. Comput. Graph. 2011
Rendering › volume rendering
multi-volume rendering
0.112011
Crepuscular Rays for Tumor Accessibility Planning · IEEE Trans. Vis. Comput. Graph. 2011
Rendering
GPU rendering
0.112009
Ray casting of multiple volumetric datasets with polyhedral boundaries on manycore GPUs · ACM Trans. Graph. 2009
Medical and health informatics
computer-assisted intervention
0.012011
Crepuscular Rays for Tumor Accessibility Planning · IEEE Trans. Vis. Comput. Graph. 2011

Methods — techniques the papers use, named apart from their topics

retrospective evaluation · 0.2online survey · 0.2expert interviews · 0.2rasterization · 0.1depth peeling · 0.1CUDA · 0.1
YearPublicationVenuePosition
2011 Crepuscular Rays for Tumor Accessibility Planning
abstract
In modern clinical practice, planning access paths to volumetric target structures remains one of the most important and most complex tasks, and a physician's insufficient experience in this can lead to severe complications or even the death of the patient. In this paper, we present a method for safety evaluation and the visualization of access paths to assist physicians during preoperative planning. As a metaphor for our method, we employ a well-known, and thus intuitively perceivable, natural phenomenon that is usually called crepuscular rays. Using this metaphor, we propose several ways to compute the safety of paths from the region of interest to all tumor voxels and show how this information can be visualized in real-time using a multi-volume rendering system. Furthermore, we show how to estimate the extent of connected safe areas to improve common medical 2D multi-planar reconstruction (MPR) views. We evaluate our method by means of expert interviews, an online survey, and a retrospective evaluation of 19 real abdominal radio-frequency ablation (RFA) interventions, with expert decisions serving as a gold standard. The evaluation results show clear evidence that our method can be successfully applied in clinical practice without introducing substantial overhead work for the acting personnel. Finally, we show that our method is not limited to medical applications and that it can also be useful in other fields.
Rostislav Khlebnikov, Bernhard Kainz, Judith Muehl, Dieter Schmalstieg
IEEE Trans. Vis. Comput. Graph.3
2010 Vessel Segmentation for Ablation Treatment Planning and Simulation
Tuomas Alhonnoro, Mika Pollari, Mikko Lilja, Ronan Flanagan, Bernhard Kainz, Judith Muehl, Ursula Mayrhauser, Rupert H. Portugaller, Philipp Stiegler, Karlheinz Tscheliessnigg
MICCAI (1)6
2009 Ray casting of multiple volumetric datasets with polyhedral boundaries on manycore GPUs
abstract
We present a new GPU-based rendering system for ray casting of multiple volumes. Our approach supports a large number of volumes, complex translucent and concave polyhedral objects as well as CSG intersections of volumes and geometry in any combination. The system (including the rasterization stage) is implemented entirely in CUDA, which allows full control of the memory hierarchy, in particular access to high bandwidth and low latency shared memory. High depth complexity, which is problematic for conventional approaches based on depth peeling, can be handled successfully. As far as we know, our approach is the first framework for multivolume rendering which provides interactive frame rates when concurrently rendering more than 50 arbitrarily overlapping volumes on current graphics hardware.
Bernhard Kainz, Markus Grabner, Alexander Bornik, Stefan Hauswiesner, Judith Muehl, Dieter Schmalstieg
ACM Trans. Graph.5