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Charles D. Hansen

dblp:n/CharlesDHansen · also Chuck Hansen · DBLP profile ↗
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93ranked-venue papers
7as first author
3since 2021 · last 2024
0000-0002-8480-2152ORCID · verified

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

Graphics, computer vision, multimedia, augmented reality and games · 63 · 5 first-author · 3 since 2021Human-computer interaction and ubiquitous computing · 27 · 1 first-authorArtificial intelligence and machine learning · 7 · 3 first-authorSystems, architecture and hardware · 5Applied, 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
27 papers
Visualization and visual analytics · 62% Rendering · 29% Geometric modeling and processing · 4%
Computer architecture, parallel and distributed computing, and storage systems
6 papers
High-performance computing · 43% GPUs and heterogeneous computing · 40% Parallel and multicore computing · 9%
Interdisciplinary, comprehensive, and emerging computing
5 papers
Bioinformatics and computational biology · 70% Environmental and earth informatics · 16% Computational science and engineering · 15%

Topics — the 30 heaviest of 74, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Visualization and visual analytics
scientific visualization
0.892021
Ovis: A Framework for Visual Analysisof Ocean Forecast Ensembles · IEEE Trans. Vis. Comput. Graph. 2014
Similarity Measures for Enhancing Interactive Streamline Seeding · IEEE Trans. Vis. Comput. Graph. 2013
Interactive Visualization of Atmospheric Effects for Celestial Bodies · IEEE Trans. Vis. Comput. Graph. 2021
Visualization and visual analytics
biomedical visualization
0.812024
A Visual Environment for Data Driven Protein Modeling and Validation · IEEE Trans. Vis. Comput. Graph. 2024
Visualization and visual analytics › information visualization › statistical graphics
heat map visualization
0.812024
A Visual Environment for Data Driven Protein Modeling and Validation · IEEE Trans. Vis. Comput. Graph. 2024
Rendering
volume rendering
0.672014
Boundary Aware Reconstruction of Scalar Fields · IEEE Trans. Vis. Comput. Graph. 2014
Ambient Occlusion Effects for Combined Volumes and Tubular Geometry · IEEE Trans. Vis. Comput. Graph. 2013
Volume Ray Casting with Peak Finding and Differential Sampling · IEEE Trans. Vis. Comput. Graph. 2009
Rendering › participating media rendering
atmospheric scattering
0.512021
Interactive Visualization of Atmospheric Effects for Celestial Bodies · IEEE Trans. Vis. Comput. Graph. 2021
Rendering
physically based rendering
0.512021
Interactive Visualization of Atmospheric Effects for Celestial Bodies · IEEE Trans. Vis. Comput. Graph. 2021
Visualization and visual analytics
volume visualization
0.352014
Direct Feature Visualization Using Morse-Smale Complexes · IEEE Trans. Vis. Comput. Graph. 2012
An interactive visualization tool for multi-channel confocal microscopy data in neurobiology research · IEEE Trans. Vis. Comput. Graph. 2009
Boundary Aware Reconstruction of Scalar Fields · IEEE Trans. Vis. Comput. Graph. 2014
Visualization and visual analytics
flow visualization
0.332013
Physically-Based Interactive Flow Visualization Based on Schlieren and Interferometry Experimental Techniques · IEEE Trans. Vis. Comput. Graph. 2011
Flow Charts: Visualization of Vector Fields on Arbitrary Surfaces · IEEE Trans. Vis. Comput. Graph. 2008
Ambient Occlusion Effects for Combined Volumes and Tubular Geometry · IEEE Trans. Vis. Comput. Graph. 2013
Visualization and visual analytics › visual encoding
colormap design
0.212016
A Survey of Colormaps in Visualization · IEEE Trans. Vis. Comput. Graph. 2016
Bioinformatics and computational biology
structural biology
0.212024
A Visual Environment for Data Driven Protein Modeling and Validation · IEEE Trans. Vis. Comput. Graph. 2024
Visualization and visual analytics › volume visualization
transfer function design
0.222014
Boundary Aware Reconstruction of Scalar Fields · IEEE Trans. Vis. Comput. Graph. 2014
Multidimensional Transfer Functions for Interactive Volume Rendering · IEEE Trans. Vis. Comput. Graph. 2002
Multimedia systems and quality of experience › user interaction
interaction techniques and input
0.212014
Ovis: A Framework for Visual Analysisof Ocean Forecast Ensembles · IEEE Trans. Vis. Comput. Graph. 2014
Visualization and visual analytics › visual analytics
interactive visual analysis
0.212014
Ovis: A Framework for Visual Analysisof Ocean Forecast Ensembles · IEEE Trans. Vis. Comput. Graph. 2014
Computational photography and imaging › physics-based vision
material classification
0.212014
Boundary Aware Reconstruction of Scalar Fields · IEEE Trans. Vis. Comput. Graph. 2014
Rendering › global illumination
ambient occlusion
0.212013
Ambient Occlusion Effects for Combined Volumes and Tubular Geometry · IEEE Trans. Vis. Comput. Graph. 2013
Visualization and visual analytics › scientific visualization › field visualization
vector field visualization
0.212013
Similarity Measures for Enhancing Interactive Streamline Seeding · IEEE Trans. Vis. Comput. Graph. 2013
Visualization and visual analytics › scientific visualization
feature-based visualization
0.112012
Direct Feature Visualization Using Morse-Smale Complexes · IEEE Trans. Vis. Comput. Graph. 2012
Visualization and visual analytics › topological data analysis
morse-smale complex
0.112012
Direct Feature Visualization Using Morse-Smale Complexes · IEEE Trans. Vis. Comput. Graph. 2012
Visualization and visual analytics
topological data analysis
0.112012
Direct Feature Visualization Using Morse-Smale Complexes · IEEE Trans. Vis. Comput. Graph. 2012
Geometric modeling and processing
vector field design
0.112012
Design of 2D Time-Varying Vector Fields · IEEE Trans. Vis. Comput. Graph. 2012
Visualization and visual analytics
spatiotemporal visualization
0.112020
OpenSpace: A System for Astrographics · IEEE Trans. Vis. Comput. Graph. 2020
Geometric modeling and processing
isosurface extraction
0.132009
Volume Ray Casting with Peak Finding and Differential Sampling · IEEE Trans. Vis. Comput. Graph. 2009
Accelerated Isosurface Extraction in Time-Varying Fields · IEEE Trans. Vis. Comput. Graph. 2000
Interactive Ray Tracing for Volume Visualization · IEEE Trans. Vis. Comput. Graph. 1999
Visualization and visual analytics › volume visualization
interactive volume rendering
0.112009
An interactive visualization tool for multi-channel confocal microscopy data in neurobiology research · IEEE Trans. Vis. Comput. Graph. 2009
Rendering › volume rendering
ray casting
0.112009
Volume Ray Casting with Peak Finding and Differential Sampling · IEEE Trans. Vis. Comput. Graph. 2009
Visualization and visual analytics › perception › visual perception
color perception
0.112016
A Survey of Colormaps in Visualization · IEEE Trans. Vis. Comput. Graph. 2016
Rendering › ray tracing
isosurface ray tracing
0.112007
Interactive Isosurface Ray Tracing of Time-Varying Tetrahedral Volumes · IEEE Trans. Vis. Comput. Graph. 2007
Rendering
ray tracing
0.112007
Interactive Isosurface Ray Tracing of Time-Varying Tetrahedral Volumes · IEEE Trans. Vis. Comput. Graph. 2007
Rendering
global illumination
0.112006
Interactive Display of Isosurfaces with Global Illumination · IEEE Trans. Vis. Comput. Graph. 2006
Environmental and earth informatics
ocean forecasting
0.112014
Ovis: A Framework for Visual Analysisof Ocean Forecast Ensembles · IEEE Trans. Vis. Comput. Graph. 2014
Visualization and visual analytics › scientific visualization
astronomical visualization
0.112005
Reconstruction and Visualization of Planetary Nebulae · IEEE Trans. Vis. Comput. Graph. 2005

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

participatory design · 1.53d molecular visualization · 1.5path tracing · 0.5CIE clear sky model · 0.5modular system design · 0.4interactive visual analysis · 0.4ensemble visualization · 0.4OpenMP · 0.3MPI · 0.3GPU Direct RDMA · 0.3CUDA · 0.3user study · 0.2taxonomy · 0.2local support estimation · 0.2schlieren imaging · 0.1interferometry · 0.1GPGPU · 0.1multidimensional transfer function · 0.1
YearPublicationVenuePosition
2024 A Visual Environment for Data Driven Protein Modeling and Validation
abstract
In structural biology, validation and verification of new atomic models are crucial and necessary steps which limit the production of reliable molecular models for publications and databases. An atomic model is the result of meticulous modeling and matching and is evaluated using a variety of metrics that provide clues to improve and refine the model so it fits our understanding of molecules and physical constraints. In cryo electron microscopy (cryo-EM) the validation is also part of an iterative modeling process in which there is a need to judge the quality of the model during the creation phase. A shortcoming is that the process and results of the validation are rarely communicated using visual metaphors. This work presents a visual framework for molecular validation. The framework was developed in close collaboration with domain experts in a participatory design process. Its core is a novel visual representation based on 2D heatmaps that shows all available validation metrics in a linear fashion, presenting a global overview of the atomic model and provide domain experts with interactive analysis tools. Additional information stemming from the underlying data, such as a variety of local quality measures, is used to guide the user's attention toward regions of higher relevance. Linked with the heatmap is a three-dimensional molecular visualization providing the spatial context of the structures and chosen metrics. Additional views of statistical properties of the structure are included in the visual framework. We demonstrate the utility of the framework and its visual guidance with examples from cryo-EM.
Martin Falk, Victor Tobiasson, Alexander Bock 0002, Charles D. Hansen, Anders Ynnerman
IEEE Trans. Vis. Comput. Graph.4
2021 Interactive analysis for large volume data from fluorescence microscopy at cellular precision
Holly A. Holman, Charles D. Hansen
Comput. Graph.3
2021 Interactive Visualization of Atmospheric Effects for Celestial Bodies
abstract
We present an atmospheric model tailored for the interactive visualization of planetary surfaces. As the exploration of the solar system is progressing with increasingly accurate missions and instruments, the faithful visualization of planetary environments is gaining increasing interest in space research, mission planning, and science communication and education. Atmospheric effects are crucial in data analysis and to provide contextual information for planetary data. Our model correctly accounts for the non-linear path of the light inside the atmosphere (in Earth's case), the light absorption effects by molecules and dust particles, such as the ozone layer and the Martian dust, and a wavelength-dependent phase function for Mie scattering. The mode focuses on interactivity, versatility, and customization, and a comprehensive set of interactive controls make it possible to adapt its appearance dynamically. We demonstrate our results using Earth and Mars as examples. However, it can be readily adapted for the exploration of other atmospheres found on, for example, of exoplanets. For Earth's atmosphere, we visually compare our results with pictures taken from the International Space Station and against the CIE clear sky model. The Martian atmosphere is reproduced based on available scientific data, feedback from domain experts, and is compared to images taken by the Curiosity rover. The work presented here has been implemented in the OpenSpace system, which enables interactive parameter setting and real-time feedback visualization targeting presentations in a wide range of environments, from immersive dome theaters to virtual reality headsets.
Jonathas Costa, Alexander Bock 0002, Carter Emmart, Charles D. Hansen, Anders Ynnerman, Cláudio T. Silva
IEEE Trans. Vis. Comput. Graph.4
2020 OpenSpace: A System for Astrographics
abstract
Human knowledge about the cosmos is rapidly increasing as instruments and simulations are generating new data supporting the formation of theory and understanding of the vastness and complexity of the universe. OpenSpace is a software system that takes on the mission of providing an integrated view of all these sources of data and supports interactive exploration of the known universe from the millimeter scale showing instruments on spacecrafts to billions of light years when visualizing the early universe. The ambition is to support research in astronomy and space exploration, science communication at museums and in planetariums as well as bringing exploratory astrographics to the class room. There is a multitude of challenges that need to be met in reaching this goal such as the data variety, multiple spatio-temporal scales, collaboration capabilities, etc. Furthermore, the system has to be flexible and modular to enable rapid prototyping and inclusion of new research results or space mission data and thereby shorten the time from discovery to dissemination. To support the different use cases the system has to be hardware agnostic and support a range of platforms and interaction paradigms. In this paper we describe how OpenSpace meets these challenges in an open source effort that is paving the path for the next generation of interactive astrographics.
Alexander Bock 0002, Anders Ynnerman, Emil Axelsson, Jonathas Costa, Gene Payne, Micah Acinapura, Vivian Trakinski, Carter Emmart, Cláudio T. Silva, Charles D. Hansen
IEEE Trans. Vis. Comput. Graph.10
2019 Ray Tracing Generalized Tube Primitives: Method and Applications
abstract
We present a general high-performance technique for ray tracing generalized tube primitives. Our technique efficiently supports tube primitives with fixed and varying radii, general acyclic graph structures with bifurcations, and correct transparency with interior surface removal. Such tube primitives are widely used in scientific visualization to represent diffusion tensor imaging tractographies, neuron morphologies, and scalar or vector fields of 3D flow. We implement our approach within the OSPRay ray tracing framework, and evaluate it on a range of interactive visualization use cases of fixed- and varying-radius streamlines, pathlines, complex neuron morphologies, and brain tractographies. Our proposed approach provides interactive, high-quality rendering, with low memory overhead.
Mengjiao Han, Ingo Wald, Will Usher 0001, Qi Wu 0015, Feng Wang 0013, Valerio Pascucci, Charles D. Hansen, Chris R. Johnson 0001
Comput. Graph. Forum7
2018 The 2017 Visualization Career Award
abstract
The 2017 Visualization Career Award goes to Charles (Chuck) Hansen in recognition for his contributions to large scale data visualization, including advances in parallel and volume rendering, novel interaction techniques, and techniques for exploiting hardware; for his leadership in the community as an educator, program chair, and editor; and for providing vision for the development and support of the field. The IEEE Visualization & Graphics Technical Committee (VGTC) is pleased to award Charles Hansen the 2017 Visualization Career Award.
Charles D. Hansen
IEEE Trans. Vis. Comput. Graph.1
2017 FluoRender: joint freehand segmentation and visualization for many-channel fluorescence data analysis
abstract
BACKGROUND: Image segmentation and registration techniques have enabled biologists to place large amounts of volume data from fluorescence microscopy, morphed three-dimensionally, onto a common spatial frame. Existing tools built on volume visualization pipelines for single channel or red-green-blue (RGB) channels have become inadequate for the new challenges of fluorescence microscopy. For a three-dimensional atlas of the insect nervous system, hundreds of volume channels are rendered simultaneously, whereas fluorescence intensity values from each channel need to be preserved for versatile adjustment and analysis. Although several existing tools have incorporated support of multichannel data using various strategies, the lack of a flexible design has made true many-channel visualization and analysis unavailable. The most common practice for many-channel volume data presentation is still converting and rendering pseudosurfaces, which are inaccurate for both qualitative and quantitative evaluations. RESULTS: Here, we present an alternative design strategy that accommodates the visualization and analysis of about 100 volume channels, each of which can be interactively adjusted, selected, and segmented using freehand tools. Our multichannel visualization includes a multilevel streaming pipeline plus a triple-buffer compositing technique. Our method also preserves original fluorescence intensity values on graphics hardware, a crucial feature that allows graphics-processing-unit (GPU)-based processing for interactive data analysis, such as freehand segmentation. We have implemented the design strategies as a thorough restructuring of our original tool, FluoRender. CONCLUSION: The redesign of FluoRender not only maintains the existing multichannel capabilities for a greatly extended number of volume channels, but also enables new analysis functions for many-channel data from emerging biomedical-imaging techniques.
Hideo Otsuna, Holly A. Holman, Brig Bagley, Masayoshi Ito, A. Kelsey Lewis, Mary Colasanto, Gabrielle Kardon, Kei Ito, Charles D. Hansen
BMC Bioinform.10
2017 TOD-Tree: Task-Overlapped Direct Send Tree Image Compositing for Hybrid MPI Parallelism and GPUs
abstract
Modern supercomputers have thousands of nodes, each with CPUs and/or GPUs capable of several teraflops. However, the network connecting these nodes is relatively slow, on the order of gigabits per second. For time-critical workloads such as interactive visualization, the bottleneck is no longer computation but communication. In this paper, we present an image compositing algorithm that works on both CPU-only and GPU-accelerated supercomputers and focuses on communication avoidance and overlapping communication with computation at the expense of evenly balancing the workload. The algorithm has three stages: a parallel direct send stage, followed by a tree compositing stage and a gather stage. We compare our algorithm with radix-k and binary-swap from the IceT library in a hybrid OpenMP/MPI setting on the Stampede and Edison supercomputers, show strong scaling results and explain how we generally achieve better performance than these two algorithms. We developed a GPU-based image compositing algorithm where we use CUDA kernels for computation and GPU Direct RDMA for inter-node GPU communication. We tested the algorithm on the Piz Daint GPU-accelerated supercomputer and show that we achieve performance on par with CPUs. Last, we introduce a workflow in which both rendering and compositing are done on the GPU.
Pascal Grosset, Manasa Prasad, Cameron Christensen, Aaron Knoll, Charles D. Hansen
IEEE Trans. Vis. Comput. Graph.5
2016 State of the Art in Transfer Functions for Direct Volume Rendering
abstract
Abstract A central topic in scientific visualization is the transfer function (TF) for volume rendering. The TF serves a fundamental role in translating scalar and multivariate data into color and opacity to express and reveal the relevant features present in the data studied. Beyond this core functionality, TFs also serve as a tool for encoding and utilizing domain knowledge and as an expression for visual design of material appearances. TFs also enable interactive volumetric exploration of complex data. The purpose of this state‐of‐the‐art report (STAR) is to provide an overview of research into the various aspects of TFs, which lead to interpretation of the underlying data through the use of meaningful visual representations. The STAR classifies TF research into the following aspects: dimensionality, derived attributes, aggregated attributes, rendering aspects, automation, and user interfaces. The STAR concludes with some interesting research challenges that form the basis of an agenda for the development of next generation TF tools and methodologies.
Patric Ljung, Jens H. Krüger, M. Eduard Gröller, Markus Hadwiger, Charles D. Hansen, Anders Ynnerman
Comput. Graph. Forum5
2016 Guest Editor's Introduction to the Special Section on the 2016 IEEE Pacific Visualization Symposium
abstract
The papers in this special section were presented at the 2016 IEEE Pacific Visualization Symposium (IEEE PacificVis’16) which was held at the National Taiwan University of Science and Technology, Taipei, Taiwan during April 19 to 22, 2016.
Charles D. Hansen, Ivan Viola, Xiaoru Yuan
IEEE Trans. Vis. Comput. Graph.1
2016 A Survey of Colormaps in Visualization
abstract
Colormaps are a vital method for users to gain insights into data in a visualization. With a good choice of colormaps, users are able to acquire information in the data more effectively and efficiently. In this survey, we attempt to provide readers with a comprehensive review of colormap generation techniques and provide readers a taxonomy which is helpful for finding appropriate techniques to use for their data and applications. Specifically, we first briefly introduce the basics of color spaces including color appearance models. In the core of our paper, we survey colormap generation techniques, including the latest advances in the field by grouping these techniques into four classes: procedural methods, user-study based methods, rule-based methods, and data-driven methods; we also include a section on methods that are beyond pure data comprehension purposes. We then classify colormapping techniques into a taxonomy for readers to quickly identify the appropriate techniques they might use. Furthermore, a representative set of visualization techniques that explicitly discuss the use of colormaps is reviewed and classified based on the nature of the data in these applications. Our paper is also intended to be a reference of colormap choices for readers when they are faced with similar data and/or tasks.
Liang Zhou 0001, Charles D. Hansen
IEEE Trans. Vis. Comput. Graph.2
2015 Surface flow visualization using the closest point embedding
abstract
In this paper, we introduce a novel flow visualization technique for arbitrary surfaces. This new technique utilizes the closest point embedding to represent the surface, which allows for accurate particle advection on the surface as well as supports the unsteady flow line integral convolution (UFLIC) technique on the surface. This global approach is faster than previous parameterization techniques and prevents the visual artifacts associated with image-based approaches.
Mark Kim, Charles D. Hansen
PacificVis2
2015 A Shot at Visual Vulnerability Analysis
abstract
Abstract Increasing the safety of vehicles is an important goal for vehicle manufacturers. These manufacturers often turn to simulations to understand how to improve a vehicle's design as real‐world safety tests are expensive and time consuming. Understanding the results of these simulations, however, is challenging due to the complexity of the data, which often includes both spatial and nonspatial data types. In this design study we collaborated with analysts who are trying to understand the vulnerability of military vehicles. From this design study we contribute a problem characterization, data abstraction, and task analysis for vehicle vulnerability analysis, as well as a validated and deployed tool called Shotviewer. Shotviewer links 3D spatial views with abstract 2D views to support a broad range of analysis needs. Furthermore, reflection on our design study process elucidates a strategy of view‐design parallelism for creating multiview visualizations, as well as four recommendations for conducting design studies in large organizations with sensitive data.
Ethan Kerzner, Lee A. Butler, Charles D. Hansen, Miriah D. Meyer
Comput. Graph. Forum3
2014 GuideME: Slice-guided Semiautomatic Multivariate Exploration of Volumes
abstract
Abstract Multivariate volume visualization is important for many applications including petroleum exploration and medicine. State‐of‐the‐art tools allow users to interactively explore volumes with multiple linked parameter‐space views. However, interactions in the parameter space using trial‐and‐error may be unintuitive and time consuming. Furthermore, switching between different views may be distracting. In this paper, we propose GuideME: a novel slice‐guided semiautomatic multivariate volume exploration approach. Specifically, the approach comprises four stages: attribute inspection, guided uncertainty‐aware lasso creation, automated feature extraction and optional spatial fine tuning and visualization. Throughout the exploration process, the user does not need to interact with the parameter views at all and examples of complex real‐world data demonstrate the usefulness, efficiency and ease‐of‐use of our method.
Liang Zhou 0001, Charles D. Hansen
Comput. Graph. Forum2
2014 Ovis: A Framework for Visual Analysisof Ocean Forecast Ensembles
abstract
We present a novel integrated visualization system that enables interactive visual analysis of ensemble simulations of the sea surface height that is used in ocean forecasting. The position of eddies can be derived directly from the sea surface height and our visualization approach enables their interactive exploration and analysis.The behavior of eddies is important in different application settings of which we present two in this paper. First, we show an application for interactive planning of placement as well as operation of off-shore structures using real-world ensemble simulation data of the Gulf of Mexico. Off-shore structures, such as those used for oil exploration, are vulnerable to hazards caused by eddies, and the oil and gas industry relies on ocean forecasts for efficient operations. We enable analysis of the spatial domain, as well as the temporal evolution, for planning the placement and operation of structures.Eddies are also important for marine life. They transport water over large distances and with it also heat and other physical properties as well as biological organisms. In the second application we present the usefulness of our tool, which could be used for planning the paths of autonomous underwater vehicles, so called gliders, for marine scientists to study simulation data of the largely unexplored Red Sea.
Thomas Höllt, Ahmed Magdy, Peng Zhan, Guoning Chen, Ganesh Gopalakrishnan, Ibrahim Hoteit, Charles D. Hansen, Markus Hadwiger
IEEE Trans. Vis. Comput. Graph.7
2014 Boundary Aware Reconstruction of Scalar Fields
abstract
In visualization, the combined role of data reconstruction and its classification plays a crucial role. In this paper we propose a novel approach that improves classification of different materials and their boundaries by combining information from the classifiers at the reconstruction stage. Our approach estimates the targeted materials' local support before performing multiple material-specific reconstructions that prevent much of the misclassification traditionally associated with transitional regions and transfer function (TF) design. With respect to previously published methods our approach offers a number of improvements and advantages. For one, it does not rely on TFs acting on derivative expressions, therefore it is less sensitive to noisy data and the classification of a single material does not depend on specialized TF widgets or specifying regions in a multidimensional TF. Additionally, improved classification is attained without increasing TF dimensionality, which promotes scalability to multivariate data. These aspects are also key in maintaining low interaction complexity. The results are simple-to-achieve visualizations that better comply with the user's understanding of discrete features within the studied object.
Stefan Lindholm, Daniel Jönsson, Charles D. Hansen, Anders Ynnerman
IEEE Trans. Vis. Comput. Graph.3
2013 Evaluation of Depth of Field for depth perception in DVR
abstract
In this paper we present a user study on the use of Depth of Field for depth perception in Direct Volume Rendering. Direct Volume Rendering with Phong shading and perspective projection is used as the baseline. Depth of Field is then added to see its impact on the correct perception of ordinal depth. Accuracy and response time are used as the metrics to evaluate the usefulness of Depth of Field. The onsite user study has two parts: static and dynamic. Eye tracking is used to monitor the gaze of the subjects. From our results we see that though Depth of Field does not act as a proper depth cue in all conditions, it can be used to reinforce the perception of which feature is in front of the other. The best results (high accuracy & fast response time) for correct perception of ordinal depth occurs when the front feature (out of the two features users were to choose from) is in focus and perspective projection is used.
Pascal Grosset, Mathias Schott, Georges-Pierre Bonneau, Charles D. Hansen
PacificVis4
2013 Visual analysis of uncertainties in ocean forecasts for planning and operation of off-shore structures
abstract
We present a novel integrated visualization system that enables interactive visual analysis of ensemble simulations used in ocean forecasting, i.e, simulations of sea surface elevation. Our system enables the interactive planning of both the placement and operation of off-shore structures. We illustrate this using a real-world simulation of the Gulf of Mexico. Off-shore structures, such as those used for oil exploration, are vulnerable to hazards caused by strong loop currents. The oil and gas industry therefore relies on accurate ocean forecasting systems for planning their operations. Nowadays, these forecasts are based on multiple spatio-temporal simulations resulting in multidimensional, multivariate and multivalued data, so-called ensemble data. Changes in sea surface elevation are a good indicator for the movement of loop current eddies, and our visualization approach enables their interactive exploration and analysis. We enable analysis of the spatial domain, for planning the placement of structures, as well as detailed exploration of the temporal evolution at any chosen position, for the prediction of critical ocean states that require the shutdown of rig operations.
Thomas Höllt, Ahmed Magdy, Guoning Chen, Ganesh Gopalakrishnan, Ibrahim Hoteit, Charles D. Hansen, Markus Hadwiger
PacificVis6
2013 Transfer function design based on user selected samples for intuitive multivariate volume exploration
abstract
Multivariate volumetric datasets are important to both science and medicine. We propose a transfer function (TF) design approach based on user selected samples in the spatial domain to make multivariate volumetric data visualization more accessible for domain users. Specifically, the user starts the visualization by probing features of interest on slices and the data values are instantly queried by user selection. The queried sample values are then used to automatically and robustly generate high dimensional transfer functions (HDTFs) via kernel density estimation (KDE). Alternatively, 2D Gaussian TFs can be automatically generated in the dimensionality reduced space using these samples. With the extracted features rendered in the volume rendering view, the user can further refine these features using segmentation brushes. Interactivity is achieved in our system and different views are tightly linked. Use cases show that our system has been successfully applied for simulation and complicated seismic data sets.
Liang Zhou 0001, Charles D. Hansen
PacificVis2
2013 Synthetic Brainbows
abstract
Brainbow is a genetic engineering technique that randomly colorizes cells. Biological samples processed with this technique and imaged with confocal microscopy have distinctive colors for individual cells. Complex cellular structures can then be easily visualized. However, the complexity of the Brainbow technique limits its applications. In practice, most confocal microscopy scans use different florescence staining with typically at most three distinct cellular structures. These structures are often packed and obscure each other in rendered images making analysis difficult. In this paper, we leverage a process known as GPU framebuffer feedback loops to synthesize Brainbow-like images. In addition, we incorporate ID shuffing and Monte-Carlo sampling into our technique, so that it can be applied to single-channel confocal microscopy data. The synthesized Brainbow images are presented to domain experts with positive feedback. A user survey demonstrates that our synthetic Brainbow technique improves visualizations of volume data with complex structures for biologists.
Hideo Otsuna, Charles D. Hansen
Comput. Graph. Forum3
2013 Similarity Measures for Enhancing Interactive Streamline Seeding
abstract
Streamline seeding rakes are widely used in vector field visualization. We present new approaches for calculating similarity between integral curves (streamlines and pathlines). While others have used similarity distance measures, the computational expense involved with existing techniques is relatively high due to the vast number of euclidean distance tests, restricting interactivity and their use for streamline seeding rakes. We introduce the novel idea of computing streamline signatures based on a set of curve-based attributes. A signature produces a compact representation for describing a streamline. Similarity comparisons are performed by using a popular statistical measure on the derived signatures. We demonstrate that this novel scheme, including a hierarchical variant, produces good clustering results and is computed over two orders of magnitude faster than previous methods. Similarity-based clustering enables filtering of the streamlines to provide a nonuniform seeding distribution along the seeding object. We show that this method preserves the overall flow behavior while using only a small subset of the original streamline set. We apply focus + context rendering using the clusters which allows for faster and easier analysis in cases of high visual complexity and occlusion. The method provides a high level of interactivity and allows the user to easily fine tune the clustering results at runtime while avoiding any time-consuming recomputation. Our method maintains interactive rates even when hundreds of streamlines are used.
Tony McLoughlin, Mark W. Jones 0001, Robert S. Laramee, Rami Malki, Ian Masters, Charles D. Hansen
IEEE Trans. Vis. Comput. Graph.6
2013 Ambient Occlusion Effects for Combined Volumes and Tubular Geometry
abstract
This paper details a method for interactive direct volume rendering that computes ambient occlusion effects for visualizations that combine both volumetric and geometric primitives, specifically tube-shaped geometric objects representing streamlines, magnetic field lines or DTI fiber tracts. The algorithm extends the recently presented the directional occlusion shading model to allow the rendering of those geometric shapes in combination with a context providing 3D volume, considering mutual occlusion between structures represented by a volume or geometry. Stream tube geometries are computed using an effective spline-based interpolation and approximation scheme that avoids self-intersection and maintains coherent orientation of the stream tube segments to avoid surface deforming twists. Furthermore, strategies to reduce the geometric and specular aliasing of the stream tubes are discussed.
Mathias Schott, Pascal Grosset, Sean T. Smith, Charles D. Hansen
IEEE Trans. Vis. Comput. Graph.5
2012 Volume rendering with multidimensional peak finding
abstract
Peak finding provides more accurate classification for direct volume rendering by sampling directly at local maxima in a transfer function, allowing for better reproduction of high-frequency features. However, the 1D peak finding technique does not extend to higherdimensional classification. In this work, we develop a new method for peak finding with multidimensional transfer functions, which looks for peaks along the image of the ray. We use piecewise approximations to dynamically sample in transfer function space between world-space samples. As with unidimensional peak finding, this approach is useful for specifying transfer functions with greater precision, and for accurately rendering noisy volume data at lower sampling rates. Multidimensional peak finding produces comparable image quality with order-of-magnitude better performance, and can reproduce features omitted entirely by standard classification. With no precomputation or storage requirements, it is an attractive alternative to preintegration for multidimensional transfer functions.
Natallia Kotava, Aaron Knoll, Mathias Schott, Christoph Garth, Xavier Tricoche, Christoph Kessler, Elaine Cohen, Charles D. Hansen, Michael E. Papka, Hans Hagen
PacificVis8
2012 Combined surface and volumetric occlusion shading
abstract
In this paper, a method for interactive direct volume rendering is proposed that computes ambient occlusion effects for visualizations that combine both volumetric and geometric primitives, specifically tube shaped geometric objects representing streamlines, magnetic field lines or DTI fiber tracts. The proposed algorithm extends the recently proposed Directional Occlusion Shading model to allow the rendering of those geometric shapes in combination with a context providing 3D volume, considering mutual occlusion between structures represented by a volume or geometry.
Mathias Schott, Pascal Grosset, Carson Brownlee, Thomas Höllt, Sean T. Smith, Charles D. Hansen
PacificVis8
2012 FluoRender: An application of 2D image space methods for 3D and 4D confocal microscopy data visualization in neurobiology research
abstract
2D image space methods are processing methods applied after the volumetric data are projected and rendered into the 2D image space, such as 2D filtering, tone mapping and compositing. In the application domain of volume visualization, most 2D image space methods can be carried out more efficiently than their 3D counterparts. Most importantly, 2D image space methods can be used to enhance volume visualization quality when applied together with volume rendering methods. In this paper, we present and discuss the applications of a series of 2D image space methods as enhancements to confocal microscopy visualizations, including 2D tone mapping, 2D compositing, and 2D color mapping. These methods are easily integrated with our existing confocal visualization tool, FluoRender, and the outcome is a full-featured visualization system that meets neurobiologists' demands for qualitative analysis of confocal microscopy data.
Hideo Otsuna, Chi-Bin Chien, Charles D. Hansen
PacificVis4
2012 Transfer function combinations
Liang Zhou 0001, Mathias Schott, Charles D. Hansen
Comput. Graph.3
2012 Generalized Swept Mid-structure for Polygonal Models
abstract
Abstract We introduce a novel mid‐structure called the generalized swept mid‐structure (GSM) of a closed polygonal shape, and a framework to compute it. The GSM contains both curve and surface elements and has consistent sheet‐by‐sheet topology, versus triangle‐by‐triangle topology produced by other mid‐structure methods. To obtain this structure, a harmonic function, defined on the volume that is enclosed by the surface, is used to decompose the volume into a set of slices. A technique for computing the 1D mid‐structures of these slices is introduced. The mid‐structures of adjacent slices are then iteratively matched through a boundary similarity computation and triangulated to form the GSM. This structure respects the topology of the input surface model is a hybrid mid‐structure representation. The construction and topology of the GSM allows for local and global simplification, used in further applications such as parameterization, volumetric mesh generation and medical applications.
Guoning Chen, Suraj Musuvathy, Elaine Cohen, Charles D. Hansen
Comput. Graph. Forum5
2012 Design of 2D Time-Varying Vector Fields
abstract
Design of time-varying vector fields, i.e., vector fields that can change over time, has a wide variety of important applications in computer graphics. Existing vector field design techniques do not address time-varying vector fields. In this paper, we present a framework for the design of time-varying vector fields, both for planar domains as well as manifold surfaces. Our system supports the creation and modification of various time-varying vector fields with desired spatial and temporal characteristics through several design metaphors, including streamlines, pathlines, singularity paths, and bifurcations. These design metaphors are integrated into an element-based design to generate the time-varying vector fields via a sequence of basis field summations or spatial constrained optimizations at the sampled times. The key-frame design and field deformation are also introduced to support other user design scenarios. Accordingly, a spatial-temporal constrained optimization and the time-varying transformation are employed to generate the desired fields for these two design scenarios, respectively. We apply the time-varying vector fields generated using our design system to a number of important computer graphics applications that require controllable dynamic effects, such as evolving surface appearance, dynamic scene design, steerable crowd movement, and painterly animation. Many of these are difficult or impossible to achieve via prior simulation-based methods. In these applications, the time-varying vector fields have been applied as either orientation fields or advection fields to control the instantaneous appearance or evolving trajectories of the dynamic effects.
Guoning Chen, Vivek Kwatra, Li-Yi Wei, Charles D. Hansen, Eugene Zhang
IEEE Trans. Vis. Comput. Graph.4
2012 Direct Feature Visualization Using Morse-Smale Complexes
abstract
In this paper, we characterize the range of features that can be extracted from an Morse-Smale complex and describe a unified query language to extract them. We provide a visual dictionary to guide users when defining features in terms of these queries. We demonstrate our topology-rich visualization pipeline in a tool that interactively queries the MS complex to extract features at multiple resolutions, assigns rendering attributes, and combines traditional volume visualization with the extracted features. The flexibility and power of this approach is illustrated with examples showing novel features.
Attila Gyulassy, Natallia Kotava, Mark Kim, Charles D. Hansen, Hans Hagen, Valerio Pascucci
IEEE Trans. Vis. Comput. Graph.4
2011 Full-resolution interactive CPU volume rendering with coherent BVH traversal
abstract
We present an efficient method for volume rendering by ray casting on the CPU. We employ coherent packet traversal of an implicit bounding volume hierarchy, heuristically pruned using preintegrated transfer functions, to exploit empty or homogeneous space. We also detail SIMD optimizations for volumetric integration, trilinear interpolation, and gradient lighting. The resulting system performs well on low-end and laptop hardware, and can outperform out-of-core GPU methods by orders of magnitude when rendering large volumes without level-of-detail (LOD) on a workstation. We show that, while slower than GPU methods for low-resolution volumes, an optimized CPU renderer does not require LOD to achieve interactive performance on large data sets.
Aaron Knoll, Sebastian Thelen, Ingo Wald, Charles D. Hansen, Hans Hagen, Michael E. Papka
PacificVis4
2011 RTSAH Traversal Order for Occlusion Rays
abstract
Abstract We accelerate the finding of occluders in tree based acceleration structures, such as a packetized BVH and a single ray kd‐tree, by deriving the ray termination surface area heuristic (RTSAH) cost model for traversing an occlusion ray through a tree and then using the RTSAH to determine which child node a ray should traverse first instead of the traditional choice of traversing the near node before the far node. We further extend RTSAH to handle materials that attenuate light instead of fully occluding it, so that we can avoid superfluous intersections with partially transparent objects. For scenes with high occlusion, we substantially lower the number of traversal steps and intersection tests and achieve up to 2 × speedups.
Thiago Ize, Charles D. Hansen
Comput. Graph. Forum2
2011 Depth of Field Effects for Interactive Direct Volume Rendering
abstract
Abstract In this paper, a method for interactive direct volume rendering is proposed for computing depth of field effects, which previously were shown to aid observers in depth and size perception of synthetically generated images. The presented technique extends those benefits to volume rendering visualizations of 3D scalar fields from CT/MRI scanners or numerical simulations. It is based on incremental filtering and as such does not depend on any pre‐computation, thus allowing interactive explorations of volumetric data sets via on‐the‐fly editing of the shading model parameters or (multi‐dimensional) transfer functions.
Mathias Schott, Pascal Grosset, Vincent Pegoraro, Sean T. Smith, Charles D. Hansen
Comput. Graph. Forum6
2011 Physically-Based Interactive Flow Visualization Based on Schlieren and Interferometry Experimental Techniques
abstract
Understanding fluid flow is a difficult problem and of increasing importance as computational fluid dynamics (CFD) produces an abundance of simulation data. Experimental flow analysis has employed techniques such as shadowgraph, interferometry, and schlieren imaging for centuries, which allow empirical observation of inhomogeneous flows. Shadowgraphs provide an intuitive way of looking at small changes in flow dynamics through caustic effects while schlieren cutoffs introduce an intensity gradation for observing large scale directional changes in the flow. Interferometry tracks changes in phase-shift resulting in bands appearing. The combination of these shading effects provides an informative global analysis of overall fluid flow. Computational solutions for these methods have proven too complex until recently due to the fundamental physical interaction of light refracting through the flow field. In this paper, we introduce a novel method to simulate the refraction of light to generate synthetic shadowgraph, schlieren and interferometry images of time-varying scalar fields derived from computational fluid dynamics data. Our method computes physically accurate schlieren and shadowgraph images at interactive rates by utilizing a combination of GPGPU programming, acceleration methods, and data-dependent probabilistic schlieren cutoffs. Applications of our method to multifield data and custom application-dependent color filter creation are explored. Results comparing this method to previous schlieren approximations are finally presented.
Carson Brownlee, Vincent Pegoraro, Siddharth Shankar, Patrick S. McCormick, Charles D. Hansen
IEEE Trans. Vis. Comput. Graph.5
2010 Physically-based interactive schlieren flow visualization
abstract
Understanding fluid flow is a difficult problem and of increasing importance as computational fluid dynamics produces an abundance of simulation data. Experimental flow analysis has employed techniques such as shadowgraph and schlieren imaging for centuries which allow empirical observation of inhomogeneous flows. Shadowgraphs provide an intuitive way of looking at small changes in flow dynamics through caustic effects while schlieren cutoffs introduce an intensity gradation for observing large scale directional changes in the flow. The combination of these shading effects provides an informative global analysis of overall fluid flow. Computational solutions for these methods have proven too complex until recently due to the fundamental physical interaction of light refracting through the flow field. In this paper, we introduce a novel method to simulate the refraction of light to generate synthetic shadowgraphs and schlieren images of time-varying scalar fields derived from computational fluid dynamics (CFD) data. Our method computes physically accurate schlieren and shadowgraph images at interactive rates by utilizing a combination of GPGPU programming, acceleration methods, and data-dependent probabilistic schlieren cutoffs. Results comparing this method to previous schlieren approximations are presented.
Carson Brownlee, Vincent Pegoraro, Singer Shankar, Patrick S. McCormick, Charles D. Hansen
PacificVis5
2009 A Bayesian Monte Carlo Approach to Global Illumination
abstract
Abstract Most Monte Carlo rendering algorithms rely on importance sampling to reduce the variance of estimates. Importance sampling is efficient when the proposal sample distribution is well‐suited to the form of the integrand but fails otherwise. The main reason is that the sample location information is not exploited. All sample values are given the same importance regardless of their proximity to one another. Two samples falling in a similar location will have equal importance whereas they are likely to contain redundant information. The Bayesian approach we propose in this paper uses both the location and value of the data to infer an integral value based on a prior probabilistic model of the integrand. The Bayesian estimate depends only on the sample values and locations, and not how these samples have been chosen. We show how this theory can be applied to the final gathering problem and present results that clearly demonstrate the benefits of Bayesian Monte Carlo.
Jonathan Brouillat, Christian Bouville, Brad Loos, Charles D. Hansen, Kadi Bouatouch
Comput. Graph. Forum4
2009 Fast Ray Tracing of Arbitrary Implicit Surfaces with Interval and Affine Arithmetic
abstract
Abstract Existing techniques for rendering arbitrary‐form implicit surfaces are limited, either in performance, correctness or flexibility. Ray tracing algorithms employing interval arithmetic (IA) or affine arithmetic (AA) for root‐funding are robust and general in the class of surfaces they support, but traditionally slow. Nonetheless, implemented efficiently using a stack‐driven iterative algorithm and SIMD vector instructions, these methods can achieve interactive performance for common algebraic surfaces on the CPU. A similar algorithm can also be implemented stacklessly, allowing for efficient ray tracing on the GPU. This paper presents these algorithms, as well as an inclusion‐preserving reduced affine arithmetic (RAA) for faster ray‐surface intersection. Shader metaprogramming allows for immediate and automatic generation of symbolic expressions and their interval or affine extensions. Moreover, we are able to render even complex forms robustly, in real‐time at high resolution.
Aaron Knoll, Younis Hijazi, Andrew Kensler, Mathias Schott, Charles D. Hansen, Hans Hagen
Comput. Graph. Forum5
2009 A Directional Occlusion Shading Model for Interactive Direct Volume Rendering
abstract
Abstract Volumetric rendering is widely used to examine 3D scalar fields from CT/MRI scanners and numerical simulation datasets. One key aspect of volumetric rendering is the ability to provide perceptual cues to aid in understanding structure contained in the data. While shading models that reproduce natural lighting conditions have been shown to better convey depth information and spatial relationships, they traditionally require considerable (pre)computation. In this paper, a shading model for interactive direct volume rendering is proposed that provides perceptual cues similar to those of ambient occlusion, for both solid and transparent surface‐like features. An image space occlusion factor is derived from the radiative transport equation based on a specialized phase function. The method does not rely on any precomputation and thus allows for interactive explorations of volumetric data sets via on‐the‐fly editing of the shading model parameters or (multi‐dimensional) transfer functions while modifications to the volume via clipping planes are incorporated into the resulting occlusion‐based shading.
Mathias Schott, Vincent Pegoraro, Charles D. Hansen, Kevin Boulanger, Kadi Bouatouch
Comput. Graph. Forum3
2009 Volume Ray Casting with Peak Finding and Differential Sampling
abstract
Direct volume rendering and isosurfacing are ubiquitous rendering techniques in scientific visualization, commonly employed in imaging 3D data from simulation and scan sources. Conventionally, these methods have been treated as separate modalities, necessitating different sampling strategies and rendering algorithms. In reality, an isosurface is a special case of a transfer function, namely a Dirac impulse at a given isovalue. However, artifact-free rendering of discrete isosurfaces in a volume rendering framework is an elusive goal, requiring either infinite sampling or smoothing of the transfer function. While preintegration approaches solve the most obvious deficiencies in handling sharp transfer functions, artifacts can still result, limiting classification. In this paper, we introduce a method for rendering such features by explicitly solving for isovalues within the volume rendering integral. In addition, we present a sampling strategy inspired by ray differentials that automatically matches the frequency of the image plane, resulting in fewer artifacts near the eye and better overall performance. These techniques exhibit clear advantages over standard uniform ray casting with and without preintegration, and allow for high-quality interactive volume rendering with sharp C0 transfer functions.
Aaron Knoll, Younis Hijazi, Rolf Westerteiger, Mathias Schott, Charles D. Hansen, Hans Hagen
IEEE Trans. Vis. Comput. Graph.5
2009 An interactive visualization tool for multi-channel confocal microscopy data in neurobiology research
abstract
Confocal microscopy is widely used in neurobiology for studying the three-dimensional structure of the nervous system. Confocal image data are often multi-channel, with each channel resulting from a different fluorescent dye or fluorescent protein; one channel may have dense data, while another has sparse; and there are often structures at several spatial scales: subneuronal domains, neurons, and large groups of neurons (brain regions). Even qualitative analysis can therefore require visualization using techniques and parameters fine-tuned to a particular dataset. Despite the plethora of volume rendering techniques that have been available for many years, the techniques standardly used in neurobiological research are somewhat rudimentary, such as looking at image slices or maximal intensity projections. Thus there is a real demand from neurobiologists, and biologists in general, for a flexible visualization tool that allows interactive visualization of multi-channel confocal data, with rapid fine-tuning of parameters to reveal the three-dimensional relationships of structures of interest. Together with neurobiologists, we have designed such a tool, choosing visualization methods to suit the characteristics of confocal data and a typical biologist's workflow. We use interactive volume rendering with intuitive settings for multidimensional transfer functions, multiple render modes and multi-views for multi-channel volume data, and embedding of polygon data into volume data for rendering and editing. As an example, we apply this tool to visualize confocal microscopy datasets of the developing zebrafish visual system.
Hideo Otsuna, Chi-Bin Chien, Charles D. Hansen
IEEE Trans. Vis. Comput. Graph.4
2009 Coherent multiresolution isosurface ray tracing
Aaron Knoll, Ingo Wald, Charles D. Hansen
Vis. Comput.3
2008 Physically-based Dye Advection for Flow Visualization
abstract
Abstract Dye advection is widely used in experimental flow analysis but has seen less use for visualization in computational fluid dynamics. One possible reason for this disconnect is the inaccuracy of the texture‐based approach, which is prone to artifacts caused by numeric diffusion and mass fluctuation. In this paper, we introduce a novel 2D dye advection scheme for flow visualization based on the concept of control volume analysis typically used in computational fluid dynamics. The evolution of dye patterns in the flow field is achieved by advecting individual control volumes, which collectively cover the entire spatial domain. The local variation of dye material, represented as a piecewise quasi‐parabolic function, is integrated within each control volume resulting in mass conserving transport without excessive numerical diffusion. Due to its physically based formulation, this approach is capable of conveying intricate flow structures not shown in the traditional dye advection schemes while avoiding visual artifacts.
Guo-Shi Li, Xavier Tricoche, Charles D. Hansen
Comput. Graph. Forum3
2008 Flow Charts: Visualization of Vector Fields on Arbitrary Surfaces
abstract
We introduce a novel flow visualization method called Flow Charts, which uses a texture atlas approach for the visualization of flows defined over curved surfaces. In this scheme the surface and its associated flow are segmented into overlapping patches which are then parameterized and packed in the texture domain. This scheme allows accurate particle advection across multiple charts in the texture domain, providing a flexible framework that supports various flow visualization techniques. The use of surface parameterization enables flow visualization techniques requiring the global view of the surface over long time spans, such as Unsteady Flow LIC (UFLIC), particle-based Unsteady Flow Advection-Convolution (UFAC), or dye advection. It also prevents visual artifacts normally associated with view-dependent methods. Represented as textures, Flow Charts can be naturally integrated into GPU flow visualization techniques for interactive performance.
Guo-Shi Li, Xavier Tricoche, Daniel Weiskopf, Charles D. Hansen
IEEE Trans. Vis. Comput. Graph.4
2007 Interactive Isosurface Ray Tracing of Time-Varying Tetrahedral Volumes
abstract
We describe a system for interactively rendering isosurfaces of tetrahedral finite-element scalar fields using coherent ray tracing techniques on the CPU. By employing state-of-the art methods in polygonal ray tracing, namely aggressive packet/frustum traversal of a bounding volume hierarchy, we can accomodate large and time-varying unstructured data. In conjunction with this efficiency structure, we introduce a novel technique for intersecting ray packets with tetrahedral primitives. Ray tracing is flexible, allowing for dynamic changes in isovalue and time step, visualization of multiple isosurfaces, shadows, and depth-peeling transparency effects. The resulting system offers the intuitive simplicity of isosurfacing, guaranteed-correct visual results, and ultimately a scalable, dynamic and consistently interactive solution for visualizing unstructured volumes.
Ingo Wald, Heiko Friedrich, Aaron Knoll, Charles D. Hansen
IEEE Trans. Vis. Comput. Graph.4
2007 Ray-driven dynamic working set rendering
David Chisnall, Min Chen 0001, Charles D. Hansen
Vis. Comput.3
2006 A Case Study: Visualizing Material Point Method Data
abstract
The Material Point Method is used for complex simulation of solid materials represented using many individual particles. Visualizing such data using existing polygonal or volumetric methods does not accurately encapsulate both the particle and macroscopic properties of the data. In this case study we present various methods used to visualize the particle data as spheres and explain and evaluate two methods of augmenting the visualization using silhouette edges and advanced illumination such as ambient occlusion.We also present informal feedback received from the application scientists who use these methods in their workflow.
James Bigler, James Guilkey, Christiaan P. Gribble, Charles D. Hansen, Steven G. Parker
EuroVis4
2006 Knowledge-Based Out-of-Core Algorithms for Data Management in Visualization
abstract
Data management is the very first issue in handling very large datasets. Many existing out-of-core algorithms used in visualization are closely coupled with application-specific logic. This paper presents two knowledgebased out-of-core prefetching algorithms that do not use hard-coded rendering-related logic. They acquire the knowledge of the access history and patterns dynamically, and adapt their prefetching strategies accordingly. We have compared the algorithms with a demand-based algorithm, as well as a more domain-specific out-of-core algorithm. We carried out our evaluation in conjunction with an example application where rendering multiple point sets in a volume scene graph put a great strain on the rendering algorithm in terms of memory management. Our results have shown that the knowledge-based approach offers a better cache-hit to disk-access trade-off. This work demonstrates that it is possible to build an out-of-core prefetching algorithm without depending on rendering-related application-specific logic. The knowledge based approach has the advantage of being generic, efficient, flexible and self-adaptive.
David Chisnall, Min Chen 0001, Charles D. Hansen
EuroVis3
2006 GPUFLIC: Interactive and Accurate Dense Visualization of Unsteady Flows
abstract
The paper presents an efficient and accurate implementation of Unsteady Flow LIC (UFLIC) on the Graphics Processing Unit (GPU). We obtain the same, high quality texture representation of unsteady two-dimensional flows as the original, time-consuming method but leverage the features of today’s commodity hardware to achieve interactive frame rates. Despite a remarkable number of recent contributions in the field of texture-based visualization of time-dependent vector fields, the present paper is the first to provide a faithful implementation of that prominent technique fully supported by the graphics pipeline.
Guo-Shi Li, Xavier Tricoche, Charles D. Hansen
EuroVis3
2006 Soft Shadow Maps: Efficient Sampling of Light Source Visibility
abstract
Abstract Shadows, particularly soft shadows, play an important role in the visual perception of a scene by providing visual cues about the shape and position of objects. Several recent algorithms produce soft shadows at interactive rates, but they do not scale well with the number of polygons in the scene or only compute the outer penumbra. In this paper, we present a new algorithm for computing interactive soft shadows on the GPU. Our new approach provides both inner‐ and outer‐penumbra for a modest computational cost, providing interactive frame‐rates for models with hundreds of thousands of polygons. Our technique is based on a sampled image of the occluders, as in shadow map techniques. These shadow samples are used in a novel manner, computing their effect on a second projective shadow texture using fragment programs. In essence, the fraction of the light source area hidden by each sample is accumulated at each texel position of this Soft Shadow Map. We include an extensive study of the approximations caused by our algorithm, as well as its computational costs.
Lionel Atty, Nicolas Holzschuch, Marc Lapierre, Jean-Marc Hasenfratz, Charles D. Hansen, François X. Sillion
Comput. Graph. Forum5
2006 Interactive Display of Isosurfaces with Global Illumination
abstract
In many applications, volumetric data sets are examined by displaying isosurfaces, surfaces where the data, or some function of the data, takes on a given value. Interactive applications typically use local lighting models to render such surfaces. This work introduces a method to precompute or lazily compute global illumination to improve interactive isosurface renderings. The precomputed illumination resides in a separate volume and includes direct light, shadows, and interreflections. Using this volume, interactive globally illuminated renderings of isosurfaces become feasible while still allowing dynamic manipulation of lighting, viewpoint and isovalue.
Chris Wyman, Steven G. Parker, Peter Shirley, Charles D. Hansen
IEEE Trans. Vis. Comput. Graph.4
2005 Statistically Quantitative Volume Visualization
abstract
Visualization users are increasingly in need of techniques for assessing quantitative uncertainty and error in the images produced. Statistical segmentation algorithms compute these quantitative results, yet volume rendering tools typically produce only qualitative imagery via transfer function-based classification. This paper presents a visualization technique that allows users to interactively explore the uncertainty, risk, and probabilistic decision of surface boundaries. Our approach makes it possible to directly visualize the combined "fuzzy" classification results from multiple segmentations by combining these data into a unified probabilistic data space. We represent this unified space, the combination of scalar volumes from numerous segmentations, using a novel graph-based dimensionality reduction scheme. The scheme both dramatically reduces the dataset size and is suitable for efficient, high quality, quantitative visualization. Lastly, we show that the statistical risk arising from overlapping segmentations is a robust measure for visualizing features and assigning optical properties.
Joe Michael Kniss, Robert L. Van Uitert Jr., Abraham Stephens, Guo-Shi Li, Tolga Tasdizen, Charles D. Hansen
IEEE Visualization6
2005 Reconstruction and Visualization of Planetary Nebulae
abstract
From our terrestrially confined viewpoint, the actual three-dimensional shape of distant astronomical objects is, in general, very challenging to determine. For one class of astronomical objects, however, spatial structure can be recovered from conventional 2D images alone. So-called planetary nebulae (PNe) exhibit pronounced symmetry characteristics that come about due to fundamental physical processes. Making use of this symmetry constraint, we present a technique to automatically recover the axisymmetric structure of many planetary nebulae from photographs. With GPU-based volume rendering driving a nonlinear optimization, we estimate the nebula's local emission density as a function of its radial and axial coordinates and we recover the orientation of the nebula relative to Earth. The optimization refines the nebula model and its orientation by minimizing the differences between the rendered image and the original astronomical image. The resulting model allows creating realistic 3D visualizations of these nebulae, for example, for planetarium shows and other educational purposes. In addition, the recovered spatial distribution of the emissive gas can help astrophysicists gain deeper insight into the formation processes of planetary nebulae.
Marcus A. Magnor, Gordon L. Kindlmann, Charles D. Hansen, Neb Duric
IEEE Trans. Vis. Comput. Graph.3
2004 Interactive Caustics Using Local Precomputed Irradiance
abstract
Bright patterns of light focused via reflective or refractive objects onto matte surfaces are called "caustics". We present a method for rendering dynamic scenes with moving caustics at interactive rates. This technique requires some simplifying assumptions about caustic behavior allowing us to consider it a local spatial property which we sample in a preprocessing stage. Storing the caustic locally limits caustic rendering to a simple lookup. We examine a number of ways to represent this data, allowing us to trade between accuracy, storage, run time, and precomputation time.
Chris Wyman, Charles D. Hansen, Peter Shirley
PG2
2004 Panel 3: The Future Visualization Platform
abstract
Advances in graphics hardware and rendering methods are shaping the future of visualization. For example, programmable graphics processors are redefining the traditional visualization cycle. In some cases it is now possible to run the computational simulation and associated visualization side-by-side on the same chip. Moreover, global illumination and non-photorealistic effects promise to deliver imagery which enables greater insight into high resolution, multivariate, and higher-dimensional data. The panelists will offer distinct viewpoints on the direction of future graphics hardware and its potential impact on visualization, and on the nature of advanced visualizationrelated tools and techniques. Presentation of these viewpoints will be followed by audience participation in the form of a question and answer period moderated by the panel organizer.
Greg Johnson, David S. Ebert, Charles D. Hansen, David Blair Kirk, Bill Mark, Hanspeter Pfister
IEEE Visualization3
2004 Constrained Inverse Volume Rendering for Planetary Nebulae
abstract
Determining the three-dimensional structure of distant astronomical objects is a challenging task, given that terrestrial observations provide only one viewpoint. For this task, bipolar planetary nebulae are interesting objects of study because of their pronounced axial symmetry due to fundamental physical processes. Making use of this symmetry constraint, we present a technique to automatically recover the axisymmetric structure of bipolar planetary nebulae from two-dimensional images. With GPU-based volume rendering driving a nonlinear optimization, we estimate the nebula's local emission density as a function of its radial and axial coordinates, and we recover the orientation of the nebula relative to Earth. The optimization refines the nebula model and its orientation by minimizing the differences between the rendered image and the original astronomical image. The resulting model enables realistic 3D visualizations of planetary nebulae, e.g. for educational purposes in planetarium shows. In addition, the recovered spatial distribution of the emissive gas allows validating computer simulation results of the astrophysical formation processes of planetary nebulae.
Marcus A. Magnor, Gordon L. Kindlmann, Neb Duric, Charles D. Hansen
IEEE Visualization4
2004 Scout: A Hardware-Accelerated System for Quantitatively Driven Visualization and Analysis
abstract
Quantitative techniques for visualization are critical to the successful analysis of both acquired and simulated scientific data. Many visualization techniques rely on indirect mappings, such as transfer functions, to produce the final imagery. In many situations, it is preferable and more powerful to express these mappings as mathematical expressions, or queries, that can then be directly applied to the data. We present a hardware-accelerated system that provides such capabilities and exploits current graphics hardware for portions of the computational tasks that would otherwise be executed on the CPU. In our approach, the direct programming of the graphics processor using a concise data parallel language, gives scientists the capability to efficiently explore and visualize data sets.
Patrick S. McCormick, Jeff T. Inman, James P. Ahrens, Charles D. Hansen, Greg Roth
IEEE Visualization4
2004 Visualization of Intricate Flow Structures for Vortex Breakdown Analysis
abstract
Vortex breakdowns and flow recirculation are essential phenomena in aeronautics where they appear as a limiting factor in the design of modern aircrafts. Because of the inherent intricacy of these features, standard flow visualization techniques typically yield cluttered depictions. The paper addresses the challenges raised by the visual exploration and validation of two CFD simulations involving vortex breakdown. To permit accurate and insightful visualization we propose a new approach that unfolds the geometry of the breakdown region by letting a plane travel through the structure along a curve. We track the continuous evolution of the associated projected vector field using the theoretical framework of parametric topology. To improve the understanding of the spatial relationship between the resulting curves and lines we use direct volume rendering and multidimensional transfer functions for the display of flow-derived scalar quantities. This enriches the visualization and provides an intuitive context for the extracted topological information. Our results offer clear, synthetic depictions that permit new insight into the structural properties of vortex breakdowns.
Xavier Tricoche, Christoph Garth, Gordon L. Kindlmann, Eduard Deines, Gerik Scheuermann, Markus Rütten, Charles D. Hansen
IEEE Visualization7
2004 A Streaming Narrow-Band Algorithm: Interactive Computation and Visualization of Level Sets
abstract
Deformable isosurfaces, implemented with level-set methods, have demonstrated a great potential in visualization and computer graphics for applications such as segmentation, surface processing, and physically-based modeling. Their usefulness has been limited, however, by their high computational cost and reliance on significant parameter tuning. This paper presents a solution to these challenges by describing graphics processor (GPU) based algorithms for solving and visualizing level-set solutions at interactive rates. The proposed solution is based on a new, streaming implementation of the narrow-band algorithm. The new algorithm packs the level-set isosurface data into 2D texture memory via a multidimensional virtual memory system. As the level set moves, this texture-based representation is dynamically updated via a novel GPU-to-CPU message passing scheme. By integrating the level-set solver with a real-time volume renderer, a user can visualize and intuitively steer the level-set surface as it evolves. We demonstrate the capabilities of this technology for interactive volume segmentation and visualization.
Aaron E. Lefohn, Joe Michael Kniss, Charles D. Hansen, Ross T. Whitaker
IEEE Trans. Vis. Comput. Graph.3
2003 A Constraint-Based Technique for Haptic Volume Exploration
abstract
We present a haptic rendering technique that uses directional constraints to facilitate enhanced exploration modes for volumetric datasets. The algorithm restricts user motion in certain directions by incrementally moving a proxy point along the axes of a local reference frame. Reaction forces are generated by a spring coupler between the proxy and the data probe, which can be tuned to the capabilities of the haptic interface. Secondary haptic effects including field forces, friction, and texture can be easily incorporated to convey information about additional characteristics of the data. We illustrate the technique with two examples: displaying fiber orientation in heart muscle layers and exploring diffusion tensor fiber tracts in brain white matter tissue. Initial evaluation of the approach indicates that haptic constraints provide an intuitive means or displaying directional information in volume data.
Milan Ikits, J. Dean Brederson, Charles D. Hansen, Chris R. Johnson 0001
IEEE Visualization3
2003 Gaussian Transfer Functions for Multi-Field Volume Visualization
abstract
Volume rendering is a flexible technique for visualizing dense 3D volumetric datasets. A central element of volume rendering is the conversion between data values and observable quantities such as color and opacity. This process is usually realized through the use of transfer functions that are precomputed and stored in lookup tables. For multidimensional transfer functions applied to multivariate data, these lookup tables become prohibitively large. We propose the direct evaluation of a particular type of transfer functions based on a sum of Gaussians. Because of their simple form (in terms of number of parameters), these functions and their analytic integrals along line segments can be evaluated efficiently on current graphics hardware, obviating the need for precomputed lookup tables. We have adopted these transfer functions because they are well suited for classification based on a unique combination of multiple data values that localize features in the transfer function domain. We apply this technique to the visualization of several multivariate datasets (CT, cryosection) that are difficult to classify and render accurately at interactive rates using traditional approaches.
Joe Michael Kniss, Simon Premoze, Milan Ikits, Aaron E. Lefohn, Charles D. Hansen, Emil Praun
IEEE Visualization5
2003 Interactive Deformation and Visualization of Level Set Surfaces Using Graphics Hardware
abstract
Deformable isosurfaces, implemented with level-set methods, have demonstrated a great potential in visualization for applications such as segmentation, surface processing, and surface reconstruction. Their usefulness has been limited, however, by their high computational cost and reliance on significant parameter tuning. This paper presents a solution to these challenges by describing graphics processor (GPU) based on algorithms for solving and visualizing level-set solutions at interactive rates. Our efficient GPU-based solution relies on packing the level-set isosurface data into a dynamic, sparse texture format. As the level set moves, this sparse data structure is updated via a novel GPU to CPU message passing scheme. When the level-set solver is integrated with a real-time volume renderer operating on the same packed format, a user can visualize and steer the deformable level-set surface as it evolves. In addition, the resulting isosurface can serve as a region-of-interest specifier for the volume renderer. This paper demonstrates the capabilities of this technology for interactive volume visualization and segmentation.
Aaron E. Lefohn, Joe Michael Kniss, Charles D. Hansen, Ross T. Whitaker
IEEE Visualization3
2003 Visually Accurate Multi-Field Weather Visualization
abstract
Weather visualization is a difficult problem because it comprises volumetric multi-field data and traditional surface-based approaches obscure details of the complex three-dimensional structure of cloud dynamics. Therefore, visually accurate volumetric multi-field visualization of storm scale and cloud scale data is needed to effectively and efficiently communicate vital information to weather forecasters, improving storm forecasting, atmospheric dynamics models, and weather spotter training. We have developed a new approach to multi-field visualization that uses field specific, physically-based opacity, transmission, and lighting calculations per-field for the accurate visualization of storm and cloud scale weather data. Our approach extends traditional transfer function approaches to multi-field data and to volumetric illumination and scattering.
Kirk Riley, David S. Ebert, Charles D. Hansen, Jason J. Levit
IEEE Visualization3
2003 A Model for Volume Lighting and Modeling
abstract
Direct volume rendering is a commonly used technique in visualization applications. Many of these applications require sophisticated shading models to capture subtle lighting effects and characteristics of volumetric data and materials. For many volumes, homogeneous regions pose problems for typical gradient-based surface shading. Many common objects and natural phenomena exhibit visual quality that cannot be captured using simple lighting models or cannot be solved at interactive rates using more sophisticated methods. We present a simple yet effective interactive shading model which captures volumetric light attenuation effects that incorporates volumetric shadows, an approximation to phase functions, an approximation to forward scattering, and chromatic attenuation that provides the subtle appearance of translucency. We also present a technique for volume displacement or perturbation that allows realistic interactive modeling of high frequency detail for both real and synthetic volumetric data.
Joe Michael Kniss, Simon Premoze, Charles D. Hansen, Peter Shirley, Allen McPherson
IEEE Trans. Vis. Comput. Graph.3
2003 Illustrative Interactive Stipple Rendering
abstract
Simulating hand-drawn illustration can succinctly express information in a manner that is communicative and informative. We present a framework for an interactive direct stipple rendering of volume and surface-based objects. By combining the principles of artistic and scientific illustration, we explore several feature enhancement techniques to create effective, interactive visualizations of scientific and medical data sets. We also introduce a rendering mechanism that generates appropriate point lists at all resolutions during an automatic preprocess and modifies rendering styles through different combinations of these feature enhancements. The new system is an effective way to interactively preview large, complex volume and surface data sets in a concise, meaningful, and illustrative manner. Stippling is effective for many applications and provides a quick and efficient method to investigate both volume and surface models.
Aidong Lu, Christopher J. Morris 0001, Joe Taylor, David S. Ebert, Charles D. Hansen, Penny Rheingans, Mark Hartner
IEEE Trans. Vis. Comput. Graph.5
2002 Interactive Translucent Volume Rendering and Procedural Modeling
abstract
Direct volume rendering is a commonly used technique in visualization applications. Many of these applications require sophisticated shading models to capture subtle lighting effects and characteristics of volumetric data and materials. Many common objects and natural phenomena exhibit visual quality that cannot be captured using simple lighting models or cannot be solved at interactive rates using more sophisticated methods. We present a simple yet effective interactive shading model which captures volumetric light attenuation effects to produce volumetric shadows and the subtle appearance of translucency. We also present a technique for volume displacement or perturbation that allows realistic interactive modeling of high frequency detail for real and synthetic volumetric data.
Joe Michael Kniss, Simon Premoze, Charles D. Hansen, David S. Ebert
IEEE Visualization3
2002 Non-Photorealistic Volume Rendering Using Stippling Techniques
abstract
Simulating hand-drawn illustration techniques can succinctly express information in a manner that is communicative and informative. We present a framework for an interactive direct volume illustration system that simulates traditional stipple drawing. By combining the principles of artistic and scientific illustration, we explore several feature enhancement techniques to create effective, interactive visualizations of scientific and medical datasets. We also introduce a rendering mechanism that generates appropriate point lists at all resolutions during an automatic preprocess, and modifies rendering styles through different combinations of these feature enhancements. The new system is an effective way to interactively preview large, complex volume datasets in a concise, meaningful, and illustrative manner. Volume stippling is effective for many applications and provides a quick and efficient method to investigate volume models.
Aidong Lu, Christopher J. Morris 0001, David S. Ebert, Penny Rheingans, Charles D. Hansen
IEEE Visualization5
2002 Semotus Visum: A Flexible Remote Visualization Framework
abstract
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.
Eric Luke, Charles D. Hansen
IEEE Visualization2
2002 Multidimensional Transfer Functions for Interactive Volume Rendering
abstract
Most direct volume renderings produced today employ 1D transfer functions which assign color and opacity to the volume based solely on the single scalar quantity which comprises the data set. Though they have not received widespread attention, multi-dimensional transfer functions are a very effective way to extract materials and their boundaries for both scalar and multivariate data. However, identifying good transfer functions is difficult enough in 1D, let alone 2D or 3D. This paper demonstrates an important class of 3D transfer functions for scalar data, and describes the application of multi-dimensional transfer functions to multivariate data. We present a set of direct manipulation widgets that make specifying such transfer functions intuitive and convenient. We also describe how to use modern graphics hardware to both interactively render with multidimensional transfer functions and to provide interactive shadows for volumes. The transfer functions, widgets and hardware combine to form a powerful system for interactive volume exploration.
Joe Michael Kniss, Gordon L. Kindlmann, Charles D. Hansen
IEEE Trans. Vis. Comput. Graph.3
2001 Wavelet Representation of Contour Sets
abstract
We present a new wavelet compression and multiresolution modeling approach for sets of contours (level sets). In contrast to previous wavelet schemes, our algorithm creates a parametrization of a scalar field induced by its contours and compactly stores this parametrization rather than function values sampled on a regular grid. Our representation is based on hierarchical polygon meshes with subdivision connectivity whose vertices are transformed into wavelet coefficients. From this sparse set of coefficients, every set of contours can be efficiently reconstructed at multiple levels of resolution. When applying lossy compression, introducing high quantization errors, our method preserves contour topology, in contrast to compression methods applied to the corresponding field function. We provide numerical results for scalar fields defined on planar domains. Our approach generalizes to volumetric domains, time-varying contours, and level sets of vector fields.
Martin Hering-Bertram, Daniel E. Laney, Mark A. Duchaineau, Charles D. Hansen, Bernd Hamann, Kenneth I. Joy
IEEE Visualization4
2001 Interactive Volume Rendering Using Multi-Dimensional Transfer Functions and Direct Manipulation Widgets
abstract
Most direct volume renderings produced today employ one-dimensional transfer functions, which assign color and opacity to the volume based solely on the single scalar quantity which comprises the dataset. Though they have not received widespread attention, multi-dimensional transfer functions are a very effective way to extract specific material boundaries and convey subtle surface properties. However, identifying good transfer functions is difficult enough in one dimension, let alone two or three dimensions. This paper demonstrates an important class of three-dimensional transfer functions for scalar data (based on data value, gradient magnitude, and a second directional derivative), and describes a set of direct manipulation widgets which make specifying such transfer functions intuitive and convenient. We also describe how to use modem graphics hardware to interactively render with multi-dimensional transfer functions. The transfer functions, widgets, and hardware combine to form a powerful system for interactive volume exploration.
Joe Michael Kniss, Gordon L. Kindlmann, Charles D. Hansen
IEEE Visualization3
2001 An Improved Calibration Framework for Electromagnetic Tracking Devices
abstract
Electromagnetic trackers have many favorable characteristics but are notorious for their sensitivity to magnetic field distortions resulting from metal and electronic equipment in the environment. We categorize existing tracker calibration methods and present an improved technique for reducing the static position and orientation errors that are inherent to these devices. A quaternion-based formulation provides a simple and fast computational framework for representing orientation errors. Our experimental apparatus consists of a 6-DOF mobile platform and an optical position measurement system, allowing the collection of full-pose data at nearly arbitrary orientations of the receiver. A polynomial correction technique is applied and evaluated using a Polhemus Fastrak resulting in a substantial improvement of tracking accuracy. Finally, we apply advanced visualization algorithms to give new insight into the nature of the magnetic distortion field.
Milan Ikits, J. Dean Brederson, Charles D. Hansen, John M. Hollerbach
VR3
2000 Accelerated Isosurface Extraction in Time-Varying Fields
abstract
For large time-varying data sets, memory and disk limitations can lower the performance of visualization applications. Algorithms and data structures must be explicitly designed to handle these data sets in order to achieve more interactive rates. The Temporal Branch-on-Need Octree (T-BON) extends the three-dimensional branch-on-need octree for time-varying isosurface extraction. This data structure minimizes the impact of the I/O bottleneck by reading from disk only those portions of the search structure and data necessary to construct the current isosurface. By performing a minimum of I/O and exploiting the hierarchical memory found in modern CPUs, the T-BON algorithm achieves high performance isosurface extraction in time-varying fields. The paper extends earlier work on the T-BON data structure by including techniques for better memory utilization, out-of-core isosurface extraction, and support for nonrectilinear grids. Results from testing the T-BON algorithm on large data sets show that its performance is similar to that of the three-dimensional branch-on-need octree for static data sets while providing substantial advantages for time varying fields.
Philip M. Sutton, Charles D. Hansen
IEEE Trans. Vis. Comput. Graph.2
1999 Interactive ray tracing
abstract
this paper, we present interactive volume visualization schemes that use ray tracing as their basic computation method
Steven G. Parker, William Martin 0002, Peter-Pike J. Sloan, Peter Shirley, Brian E. Smits, Charles D. Hansen
SI3D6
1999 Isosurface Extraction in Time-varying Fields Using a Temporal Branch-on-Ned Tree (T-BON)
abstract
The Temporal Branch-on-Need Tree (T-BON) extends the three dimensional branch-on-need octree for time-varying isosurface extraction. At each time step, only those portions of the tree and data necessary to construct the current isosurface are read from disk. This algorithm can thus exploit the temporal locality of the isosurface and, as a geometric technique, spatial locality between cells in order to improve performance. Experimental results demonstrate the performance gained and memory overhead saved using this technique.
Philip M. Sutton, Charles D. Hansen
IEEE Visualization2
1999 Interactive Ray Tracing for Volume Visualization
abstract
Presents a brute-force ray-tracing system for interactive volume visualization. The system runs on a conventional (distributed) shared-memory multiprocessor machine. For each pixel, we trace a ray through a volume to compute the color for that pixel. Although this method has a high intrinsic computational cost, its simplicity and scalability make it ideal for large data sets on current high-end parallel systems. To gain efficiency, several optimizations are used, including a volume bricking scheme and a shallow data hierarchy. These optimizations are used in three separate visualization algorithms: isosurfacing of rectilinear data, isosurfacing of unstructured data, and maximum-intensity projection on rectilinear data. The system runs interactively (i.e. at several frames per second) on an SGI Reality Monster. The graphics capabilities of the Reality Monster are used only for display of the final color image.
Steven G. Parker, Michael A. Parker, Yarden Livnat, Peter-Pike J. Sloan, Charles D. Hansen, Peter Shirley
IEEE Trans. Vis. Comput. Graph.5
1998 Simulation Steering with SCIRun in a Distributed Environment
abstract
Building systems that alter program behavior during execution based on user-specified criteria (computational steering systems) has been a recent research topic, particularly among the high performance computing community. To enable a computational steering system with powerful visualization capabilities to run on distributed memory architectures, a distributed infrastructure (or runtime system) must first be built. This infrastructure would permit harnessing a variety of machines to collaborate on an interactive simulation. Building such an infrastructure requires strategies for coordinating execution across machines (concurrency control mechanisms), mechanisms for fast data transfer between machines, and mechanisms for user manipulation of remote execution. We are creating a distributed infrastructure for the SCIRun computational steering system. SCIRun, a scientific problem solving environment (PSE), provides the ability to interactively guide or steer a running computation. Initially designed for a shared memory multiprocessor, SCIRun is a tightly integrated, multi-threaded framework for composing scientific applications from existing or new components. High performance computing is needed to maintain interactivity for scientists and engineers running simulations. Extending such a performance-sensitive application toolkit to enable pieces of the computation to run on different machine architectures all within the same computation would prove very useful. Not only could many different machines execute this framework, but also several machines could be configured to work synergistically on computations.
Michelle Miller 0001, Charles D. Hansen, Steven G. Parker, Chris R. Johnson 0001
HPDC2
1998 View dependent isosurface extraction
abstract
We propose a new approach to polygonal isosurface extraction that is based on extracting only the visible portion of the isosurface. The visibility tests are done in two phases. First, coarse visibility tests are performed in software to determine the visible cells. These tests are based on hierarchical tiles and shear-warp factorization. The second phase resolves the visible portions of the extracted triangles and is accomplished by the graphics hardware. While the latest isosurface extraction methods have effectively eliminated the search phase bottleneck, the cost of constructing and rendering the isosurface remains high. Many of today's large datasets contain very large and complex isosurfaces that can easily overwhelm even state-of-the-art graphics hardware. The proposed approach is output sensitive and is thus well suited for remote visualization applications where the extraction and rendering phases are done on a separate machines.
Yarden Livnat, Charles D. Hansen
IEEE Visualization2
1998 Interactive ray tracing for isosurface rendering
abstract
We show that it is feasible to perform interactive isosurfacing of very large rectilinear datasets with brute-force ray tracing on a conventional (distributed) shared-memory multiprocessor machine. Rather than generate geometry representing the isosurface and render with a z-buffer, for each pixel we trace a ray through a volume and do an analytic isosurface intersection computation. Although this method has a high intrinsic computational cost, its simplicity and scalability make it ideal for large datasets on current high-end systems. Incorporating simple optimizations, such as volume bricking and a shallow hierarchy, enables interactive rendering (i.e. 10 frames per second) of the 1 GByte full resolution Visible Woman dataset on an SGI Reality Monster. The graphics capabilities of the Reality Monster are used only for display of the final color image.
Steven G. Parker, Peter Shirley, Yarden Livnat, Charles D. Hansen, Peter-Pike J. Sloan
IEEE Visualization4
1997 Terascale visualization: approaches, pitfalls and issues (panel)
Carol L. Hunter, Roger Crawfis, Michael Cox, Bernd Hamann, Charles D. Hansen, Mark C. Miller
IEEE Visualization5
1997 Parallel Sphere Rendering
Michael Krogh, James S. Painter, Charles D. Hansen
Parallel Comput.3
1996 Isosurfacing in Span Space with Utmost Efficiency (ISSUE)
abstract
We present efficient sequential and parallel algorithms for isosurface extraction. Based on the Span Space data representation, new data subdivision and searching methods are described. We also present a parallel implementation with an emphasis on load balancing. The performance of our sequential algorithm to locate the cell elements intersected by isosurfaces is faster than the Kd tree searching method originally used for the Span Space algorithm. The parallel algorithm can achieve high load balancing for massively parallel machines with distributed memory architectures.
Han-Wei Shen, Charles D. Hansen, Yarden Livnat, Chris R. Johnson 0001
IEEE Visualization2
1995 Cost-Effective Data-Parallel Load Balancing
James P. Ahrens, Charles D. Hansen
ICPP (2)2
1993 Fast data parallel polygon rendering
abstract
This paper describes a data parallel method forpolygon rendering on a massively parallel machine. This method, based on a simple shading model, is targeted for applications which require very fast rendering for extremely large sets of polygons. Such sets are found in many scienti c visualization applications. The renderer can handle arbitrarily complex polygons which need notbe meshed. Issues involving load balancing are addressed andadataparallel load balancing algorithm is presented. The rendering and load balancing algorithms are implemented onboth the CM-200 and the CM-5. Experimental results are presented. This rendering toolkit enables a scientist to display 3D shaded polygons directly from aparallel machine avoiding the transmission of huge amounts of data to a post-processing rendering system. 1
Frank A. Ortega, Charles D. Hansen, James P. Ahrens
SC2
1993 Geometric Optimization
abstract
An algorithm is presented which describes an application independent method for reducing the number of polygonal primitives required to faithfully represent an object. Reducing polygon count without a corresponding reduction in object detail is important for: achieving interactive frame rates in scientific visualization, reducing mass storage requirements, and facilitating the transmission of large, multi-timestep geometric data sets. This paper shows how coplanar and nearly coplanar polygons can be merged into larger complex polygons and re-triangulated into fewer simple polygons than originally required. The notable contributions of this paper are: (1) a method for quickly grouping polygons into nearly coplanar sets, (2) a fast approach for merging coplanar polygon sets and, (3) a simple, robust triangulation method for polygons created by 1 and 2. The central idea of the algorithm is the notion of treating polygonal data as a collection of segments and removing redundant segments to quickly form polygon hulls which represent the merged coplanar sets.>
Paul A. Hinker, Charles D. Hansen
IEEE Visualization2
1993 Impact of gigabit network research on scientific visualization
Charles D. Hansen, Stephen Tenbrink
Vis. Comput.1
1992 Massively Parallel Isosurface Extraction
abstract
Experiences during the investigation of parallel methods for faster isosurface generation on SIMD (single instruction stream, multiple data stream) machines are described. A sequential version of a well-known isosurfacing algorithm is algorithmically enhanced for a particular type of SIMD architecture. The SIMD implementation takes full advantage of the data parallel nature of the algorithm, and experiments have proven the implementation to be highly scalable. A parallel tool, which can generate 170 K polygons/s, gives scientists the means to explore large 3D scalar or vector fields interactively.>
Charles D. Hansen, Paul A. Hinker
IEEE Visualization1
1989 CAGD-Based Computer Vision
abstract
The authors explore the connection between CAGD (computer-aided geometric design) and computer vision. A method for the automatic generation of recognition strategies based on the 3-D geometric properties of shape has been devised and implemented. It uses a novel technique to quantify the following properties of features which compose models used in computer vision: robustness, completeness, consistency, cost, and uniqueness. By utilizing this information, the automatic synthesis of a specialized recognition scheme, called a strategy tree, is accomplished. Strategy trees describe, in a systematic and robust manner, the search process used for recognition and localization of particular objects in the given scene. The consist of selected 3-D features which satisfy system constraints and corroborating evidence subtrees which are used in the formation of hypotheses. Verification techniques, used to substantiate or refute these hypotheses are explored. Experiments utilizing 3-D data are presented.>
Charles D. Hansen, Thomas C. Henderson
IEEE Trans. Pattern Anal. Mach. Intell.1
1988 Towards Real-time Trinocular Stereo
abstract
We present recent advancements in our passive trinocular stereo system. These include a technique for calibrating and rectifying in a very eficient and simple manner the triplets of images taken for trinocular stereovision systerns. After the rectification of images, epipolar lines are parallel to the axes of the image coordinate frames. Therefore, potential matches between the three images satisfy simpler relations, allowing for a less complicated and more efficient matching algorithm. We also describe a more robust and general control strategy now employed in our trinocular stereo system. We have also developed an innovative method for the reconstruction of 3-D seginents which provides better results and a new validation technique based on the observation that neighbors in the image should be neighbors in space. Experiments are presented demonstrating these advancements. 2 Rectification of the images
Charles D. Hansen, Nicholas Ayache, Francis Lustman
ICCV1
1988 Towards The Automatic Generation Of Recognition Strategies
abstract
This paper describes a method for the automatic generation of recognition strategies. This is accomplished using a technique developed for quantifying the following properties of 3-D features which compose models used in 3-D computer vision: robustness, completeness, consistency, cost, and uniqueness. By utilizing this inforniation, the automatic synthesis of a specialized recognition scheme, called a Strategy Tree, is accomplished. Strategy Trees describe, in a systematic and robust manner, the search process used for recognition and localization of particular objects in the given scene. System constraints are satisfied which lead to a set of features which guide the recognition process. Each feature has a Corroborating Evidence Subtrees which validate the initial hypothesis. Verification techniques, used to substantiate or refute these hypotheses, are explored. Experiments are presented.
Charles D. Hansen, Thomas C. Henderson
ICCV1
1988 Rectification of images for binocular and trinocular stereovision
abstract
A technique is presented for calibrating and rectifying in a very efficient and simple manner pairs or triplets of images taken for binocular or trinocular stereovision systems. After the rectification of images, epipolar lines are parallel to the axes of the image coordinate frames. Therefore, potential matches between two or three images satisfy simpler relations, allowing for simpler and more efficient matching algorithms. Experimental results obtained with a binocular and a trinocular stereovision system are presented, and a complexity analysis is provided.>
Nicholas Ayache, Charles D. Hansen
ICPR2
1988 Apparent symmetries in range data
Roderic A. Grupen, Thomas C. Henderson, Charles D. Hansen
Pattern Recognit. Lett.3
1987 CAD-based robotics
abstract
We describe an approach which facilitates and makes explicit the organization of the knowledge necessary to map robotic system requirements onto an appropriate assembly of algorlthms, processors, sensors, and actuators. In order to achieve this mapping several kinds of knowledge are needed. In this paper, we describe a system under development which exploits the Computer Aided Design (CAD) database in order to synthesize. •recognition Code for vision systems (both 2-D and 3-D), •grasping sites for simple parallel grippers, and •manipulation strategies for dextrous manipulation. We use an object-based approach and give an example application of the system to CAD-based 2-D vision.
Thomas C. Henderson, Eliot Weitz, Charles D. Hansen, Roderic A. Grupen, C. C. Ho, Bir Bhanu
ICRA3
1985 A Framework for Distributed Sensing and Control
Tom Henderson, Charles D. Hansen, Bir Bhanu
IJCAI2
1984 MKS: A multisensor kernel system
abstract
The MKS is presented as a means for multisensor integration and data acquisition. The system has been developed in the context of a robot workstation equipped with various types of sensors utilizing three-dimensional laser range finder data and two-dimensional camera data. Specific goals that have been achieved include: developing a suitable low-level representation on raw data and/or features extracted from the raw data of the various sensors; providing a method for efficient reconfiguration of the sensor system in terms of `logical' sensors which map into physical sensors and computation; and providing a basis for high-level object modeling techniques.
Tom Henderson, Wu So Fai, Charles D. Hansen
IEEE Trans. Syst. Man Cybern.3