Conference
Symposium on Volume Visualization
About: Symposium on Volume Visualization is an academic conference. The conference publishes majorly in the area(s): Volume rendering & Rendering (computer graphics). Over the lifetime, 123 publications have been published by the conference receiving 6984 citations.
Topics: Volume rendering, Rendering (computer graphics), Computer science, Visualization, Data visualization
Papers
17 Oct 1994
TL;DR: In this paper, a volume rendering integral is decomposed and approximated using Riemann sums over a series of resampled images, which can be viewed as a form of texture mapping and frame buffer accumulation.
Abstract: Volume rendering and reconstruction centers around solving two related integral equations: a volume rendering integral (a generalized Radon transform) and a filtered back projection integral (the inverse Radon transform). Both of these equations are of the same mathematical form and can be dimensionally decomposed and approximated using Riemann sums over a series of resampled images. When viewed as a form of texture mapping and frame buffer accumulation, enormous hardware enabled performance acceleration is possible.
1,071 citations
1 Oct 1998
TL;DR: It is demonstrated that for a large class of scalar volume data, namely that where the regions of interest are the boundaries between different materials, a transfer function which makes boundaries readily visible can be generated from the relationship between three quantities.
Abstract: Although direct volume rendering is a powerful tool for visualizing complex structures within volume data, the size and complexity of the parameter space controlling the rendering process makes generating an informative rendering challenging. In particular, the specification of the transfer function-the mapping from data values to renderable optical properties-is frequently a time consuming and unintuitive task. Ideally, the data being visualized should itself suggest an appropriate transfer function that brings out the features of interest without obscuring them with elements of little importance. We demonstrate that this is possible for a large class of scalar volume data, namely that where the regions of interest are the boundaries between different materials. A transfer function which makes boundaries readily visible can be generated from the relationship between three quantities: the data value and its first and second directional derivatives along the gradient direction. A data structure we term the histogram volume captures the relationship between these quantities throughout the volume in a position independent, computationally efficient fashion. We describe the theoretical importance of the quantities measured by the histogram volume, the implementation issues in its calculation, and a method for semiautomatic transfer function generation through its analysis. We conclude with results of the method on both idealized synthetic data as well as real world datasets.
637 citations
1 Oct 1996
TL;DR: A new and easy-to-implement method for direct volume rendering that uses 3D texture maps for acceleration, and incorporates directional lighting, is described, and compares it to the shear-warp factorization approach.
Abstract: A new and easy-to-implement method for direct volume rendering that uses 3D texture maps for acceleration, and incorporates directional lighting, is described. The implementation, called Voltx, produces high-quality images at nearly interactive speeds on workstations with hardware support for three-dimensional texture maps. Previously reported methods did not incorporate a light model, and did not address issues of multiple texture maps for large volumes. Our research shows that these extensions impact performance by about a factor of ten. Voltx supports orthographic, perspective, and stereo views. This paper describes the theory and implementation of this technique, and compares it to the shear-warp factorization approach. A rectilinear data set is converted into a three-dimensional texture map containing color and opacity information. Quantized normal vectors and a lookup table provide efficiency. A new tesselation of the sphere is described, which serves as the basis for normal-vector quantization. A new gradient-based shading criterion is described, in which the gradient magnitude is interpreted in the context of the field-data value and the material classification parameters, and not in isolation. In the rendering phase, the texture map is applied to a stack of parallel planes, which effectively cut the texture into many slabs. The slabs are composited to form an image.
288 citations
9 Oct 2000
TL;DR: An adaptive approach to volume rendering via 3D textures at arbitrary levels of detail is presented, designed to enable interactive exploration of large-scale data sets while providing user-adjustable resolution levels.
Abstract: In this paper we present an adaptive approach to volume rendering via 3D textures at arbitrary levels of detail. The algorithm has been designed to enable interactive exploration of large-scale data sets while providing user-adjustable resolution levels. A texture map hierarchy is constructed in a way that minimizes the amount of texture memory with respect to the power-of-two restriction imposed by OpenGL implementations. In addition, our hierarchical level-of-detail representation guarantees consistent interpolation between different resolution levels. Special attention has been paid to the fixing of rendering artifacts that are introduced by non-corrected opacities at level transitions. By adapting the sample slice distance with regard to the desired level-of-detail, the number of texture lookups is reduced significantly.
197 citations
1 Oct 1998
TL;DR: The use of a distance-to-closest-surface function to encode object surfaces is proposed, which varies smoothly across surfaces and hence can be accurately reconstructed from sampled data.
Abstract: High quality rendering and physics based modeling in volume graphics have been limited because intensity based volumetric data do not represent surfaces well. High spatial frequencies due to abrupt intensity changes at object surfaces result in jagged or terraced surfaces in rendered images. The use of a distance-to-closest-surface function to encode object surfaces is proposed. This function varies smoothly across surfaces and hence can be accurately reconstructed from sampled data. The zero value iso surface of the distance map yields the object surface and the derivative of the distance map yields the surface normal. Examples of rendered images are presented along with a new method for calculating distance maps from sampled binary data.
188 citations
Performance Metrics
| Year | Papers |
|---|---|
| 2004 | 14 |
| 2002 | 17 |
| 2000 | 29 |
| 1998 | 34 |
| 1996 | 13 |
| 1994 | 16 |