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CS690 Vis Papers

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Title: CS690 Vis Papers


1
CS690 Vis PapersView Selection for Volume
RenderingA Feature-Driven Approach
toLocating Optimal Viewpoints for Volume
VisualizationImportance-Driven Volume
Rendering
  • Joshua New

2
Vis Paper I
View Selection for Volume Rendering Udeepta
D. Bordoloi, Han-Wei Shen The Ohio State
University
3
Vis Paper I
  • Problem Find best N viewpoints (polygonal
    literature but techniques not suited to volume
    rendering)
  • Assumptions
  • Data is centered at the origin
  • Camera always looking at origin from a fixed dist
  • Absorption/Emission optical model
  • Three Viewpoint Characteristics
  • View Goodness (more important voxels are highly
    visible)
  • View Likelihood (voxel visibilities similar
    within a threshold)
  • View Stability (max view change within threshold
    of camera shift)

4
Vis Paper I
  • Similarity/Contrast with the next paper
  • Both based on entropy function
  • Entropy based on voxels rather than weighted
    averages of isosurfaces or interval volumes
  • Other paper claims this is 2D and theirs is 3D
    (think about whether or not you agree)
  • Viewpoint Evaluation
  • Volume ray-integration
  • Information Theory

5
Vis Paper I
  • Information Theory
  • Random set of J symbols ai with probability pi
  • Information of symbol
  • Information of sequence
  • Entropy, avg information,maximized when ai1/J

6
Vis Paper I
  • The Math
  • Noteworthiness Wi of voxel vi
  • Voxel probability fi from frequency of histogram
    bin
  • Visual probability of voxel vi
  • Entropy, average information, of view V

7
Vis Paper I
  • The Math Works

8
Vis Paper I
  • Handling Different Views
  • Problem Need visibilities to be same regardless
    of viewing angle (from center of voxel)
  • Ray-casters calculate opacity along the ray
  • Texture-based renderers from frame-buffer pixel
    locs
  • Solution GPU acceleration (fragment shader)
  • Align obj to axis most perpendicular to viewing
    plane
  • Data stored with floating point p-buffer
  • Iteration P/frame clear, camera aligned w/
    current slice, previous slice rendered relative
    shear, frag combines opacities to
    frame-buffer/texture
  • Entropy equations now calculated

9
Vis Paper I
  • Best and Worst Views (uniformly sampled sphere)

10
Vis Paper I
  • Handling Different Views (cont.)
  • View (Dis)Similarity
  • Kullback-Leibler (KL) Distance (for 2
    distributions p and p)
  • Jansen-Shannon Divergence
  • Partition
  • Partition view sphere based on view similarity
    based on JSD (user interactable)

11
Vis Paper I
  • Different Views Handled
  • View with highest entropy represents a
    partition
  • Problem Partition boundary problem (close
    viewpts)
  • Solve by greedily taking best entropy view until
    sufficiently far from other partitions best view

12
Vis Paper I
  • Handling time-sequences
  • Assume Markov Process
  • Time-dependent noteworthiness
  • Parameter k highlights change
  • Visual probability
  • Entropy of view V over all time

13
Vis Paper I
  • Optimizations
  • Noteworthiness
  • Dont calculate if close to 0 (low opacity)
  • View Similarity
  • Jansen-Shannon Divergence rewritten in terms of
    entropy and use previously calculated terms
  • Time Dependence
  • Dont calculate if change between time is close
    to 0

14
Vis Paper I
  • Results (128 views, 2Ghz P4, 8xAGP GeForce5600)
  • Speed 1283 data visibility 128 views 42s (3 fps)
  • Tooth data 128x128x80

15
Vis Paper I
  • Results
  • Vortex data 1283x14

16
Vis Paper I
  • Shockwave data 2563x50

17
Vis Paper II
A Feature-Driven Approach to Locating Optimal
Viewpoints for Volume Visualization Shigeo
Takahashi, Issei Fujishiro, Yuriko Takeshima,
Tomoyuki Nishita The University of Tokyo
Tohoku University
18
Vis Paper II
  • Method
  • Based on (Shannon) entropy as well, but always
    normalize
  • Max entropy
  • Uniformly sample view sphere
  • Subdivide icosahedron twice withLoop subdivision
    rule
  • Icosahedron is 20-sided polygon(DD players
    companion)

19
Vis Paper II
  • Nice interface (visual partitions)

20
Vis Paper II
  • Isosurfaces
  • Uniformly sample data range (pick isovalue)
  • Multiple (32) isosurfaces per view
  • Weight entropy of each isosurface based on the
    opacity transfer function of the isovalue
  • Shortcomings
  • Unjustified sampling
  • Oblivious connected components bw isovalues
  • Neglects thickness of the volume

21
Vis Paper II
  • Interval Volumes
  • Subvolume from integrating a connected component
    to an isosurface within some range
  • Interval Volume Decomposer (IVD) creates
    level-set graph from changing number of
    isosurface components
  • Apply same equations forisosurface entropy to
    calcinterval volume entropy

22
Vis Paper II
  • Weighted Unweighted Isosurfaces IVs

23
Vis Paper II
  • Entropy based on transfer function

24
Vis Paper II
  • Neighboring Interval Volumes
  • Decomposed IV is a link in a level-set graph,
    emphasize certain IV combinations
  • Each IV entropy computed separately so have to
    account for overlap

25
Vis Paper II
  • Results

26
Vis Paper II
  • Results

27
Vis Paper II
  • User Study
  • 32 grads in CGVis, 42 viewpts (Users
    color-coding)

28
Vis Paper III
Importance-Driven Volume Rendering Ivan
Viola, Armin Kanitsar, Meister Eduard
Groller Institute of Computer Graphics and
Algorithms Vienna University of Technology,
Austria (some pictures excerpted from Violas
PhD Thesis)
29
History
  • CS594FT book (Computer Vision)

30
History
31
History
32
History
  • VOI Visualization Exploded Views

33
History
  • VOI Visualization Exploded Views

Contextual Zoom Demo
34
Vis Paper III
  • VOI Visualization

Planar Cut-away
Opacity TF
Multi-Volume Peel
35
Vis Paper III
  • Motivation
  • Larger datasets but relatively small VOI
  • Provide focuscontext view of data
  • Clinical Use
  • Time-consuming to change transfer functions when
    view changes to highlight VOI
  • Assumptions
  • Dataset is pre-segmented with importance
    dimension assigned to each voxel

36
Vis Paper III
  • Method (introduce view position to pipeline)
  • Use ray-casting for rendering (not real time)
  • Object importance constant scalar value
  • Importance compositing
  • Level of sparseness inverse screen footprint

37
Vis Paper III
  • Teaser

38
Vis Paper III
  • Importance Compositing
  • Maximum Intensity Projection (MIP)
  • Selecting highest intensity value along a ray
    (best for sparse/contrasted data)
  • Max Importance Projection (MImP) (volume
    cut-away)
  • Fully transparent between camera position and
    object of highest importance (use object
    grayscale instead of binary)
  • Use general cylinder as clipping object and sweep
    across footprint of most important object
  • Countersink from scaling as gets closer to camera
  • Change starting point of rays intersecting the
    clipping frustrum

39
Vis Paper III
  • MImP illustration

40
Vis Paper III
  • Importance Compositing
  • Average Importance

41
Vis Paper III
  • Importance Compositing
  • Visibility-preserving (MImP)

42
Vis Paper III
  • Sparseness
  • Change saturation to highlight (occlusion problem)

43
Vis Paper III
  • Sparseness
  • Smoothly interpolate RGBA

44
Vis Paper III
  • Sparseness
  • Screen Door Transparency

45
Vis Paper III
  • Sparseness
  • Volume Thinning (reduce to few isosurfaces based
    on gradient magnitude and curvature magnitude)

46
Vis Paper III
47
Vis Paper III
48
Vis Paper III
  • DEMO VIDEOS
  • (http//www.cg.tuwien.ac.at/research/vis/adapt/200
    4_idvr/)
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