Filtering of Small Components for Isosurface Generation
Devin Zhao, Rephael Wenger
Let $f: \mathbb{R}^3 \rightarrow \mathbb{R}$ be a scalar field. An isosurface is a piecewise linear approximation of a level set $f^{-1}(σ)$ for some $σ\in \mathbb{R}$ built from some regular grid sampling of $f$. Isosurfaces constructed from scanned data such as CT scans or MRIs often contain extremely small components that distract from the visualization and do not form part of any geometric model produced from the data. Simple prefiltering of the data can remove such small components while having no effect on the large components that form the body of the visualization. We present experimental results on such filtering.
StyGazeTalk: Learning Stylized Generation of Gaze and Head Dynamics
Chengwei Shi, Chong Cao
Gaze and head movements play a central role in expressive 3D media, human-agent interaction, and immersive communication. Existing works often model facial components in isolation and lack mechanisms for generating personalized, style-aware gaze behaviors. We propose StyGazeTalk, a multimodal framework that synthesizes synchronized gaze-head dynamics with controllable styles. To support high-fidelity training, we construct HAGE, a high-precision multimodal dataset containing eye-tracking data, audio, head pose, and 3D facial parameters. Experiments show that our method produces temporally coherent, style-consistent gaze-head motions, enhancing realism in 3D face generation.
Parametric Integration with Neural Integral Operators
Christoph Schied, Alexander Keller
Real-time rendering imposes strict limitations on the sampling budget for light transport simulation, often resulting in noisy images. However, denoisers have demonstrated that it is possible to produce noise-free images through filtering. We enhance image quality by removing noise before material shading, rather than filtering already shaded noisy images. This approach allows for material-agnostic denoising (MAD) and leverages machine learning by approximating the light transport integral operator with a neural network, effectively performing parametric integration with neural operators. Our method operates in real-time, requires data from only a single frame, seamlessly integrates with existing denoisers and temporal anti-aliasing techniques, and is efficient to train. Additionally, it is straightforward to incorporate with physically based rendering algorithms.
Two Dimensional Hidden Surface Removal with Frame-to-frame Coherence
John Whitington
We describe a hidden surface removal algorithm for two-dimensional layered scenes built from arbitrary primitives, particularly suited to interaction and animation in rich scenes (for example, in illustration). The method makes use of a set-based raster representation to implement a front-to-back rendering model which analyses and dramatically reduces the amount of rasterization and composition required to render a scene. The method is extended to add frame-to-frame coherence analysis and caching for interactive or animated scenes. A powerful system of primitive-combiners called filters is described, which preserves the efficiencies of the algorithm in highly complicated scenes. The set representation is extended to solve the problem of correlated mattes, leading to an efficient solution for high quality antialiasing. A prototype implementation has been prepared.
Investigation on a Novel Length-Based Local Linear Subdivision Strategy for Triangular Meshes
Junyi Shen
Triangular meshes are a widely used representation in the field of 3D modeling. In this paper, we present a novel approach for edge length-based linear subdivision on triangular meshes, along with two auxiliary techniques. We conduct a comprehensive comparison of different subdivision methods in terms of computational capabilities and mesh-enhancing abilities. Our proposed approach demonstrates improved computational efficiency and generates fewer elements with higher quality compared to existing methods. The improvement in computational efficiency and mesh augmentation capability of our method is further enhanced when working with the two auxiliary techniques presented in this paper. Our novel strategy represents a significant contribution to the field and has important implications for local mesh refinement, computer-aided design, and isotropic remeshing.
Implicit Bonded Discrete Element Method with Manifold Optimization
Jia-Ming Lu, Geng-Chen Cao, Chen-Feng Li
et al.
This paper proposes a novel approach that combines variational integration with the bonded discrete element method (BDEM) to achieve faster and more accurate fracture simulations. The approach leverages the efficiency of implicit integration and the accuracy of BDEM in modeling fracture phenomena. We introduce a variational integrator and a manifold optimization approach utilizing a nullspace operator to speed up the solving of quaternion-constrained systems. Additionally, the paper presents an element packing and surface reconstruction method specifically designed for bonded discrete element methods. Results from the experiments prove that the proposed method offers 2.8 to 12 times faster state-of-the-art methods.
RayPC: Interactive Ray Tracing Meets Parallel Coordinates
Jonathan Fritsch, Markus Flatken, Simon Schneegans
et al.
Large-scale numerical simulations of planetary interiors require dedicated visualization algorithms that are able to efficiently extract a large amount of information in an interactive and user-friendly way. Here we present a software framework for the visualization of mantle convection data. This framework combines real-time volume rendering, pathline visualization, and parallel coordinates to explore the fluid dynamics in an interactive way and to identify correlations between various output variables.
A Hybrid Lagrangian-Eulerian Model for the Structural Analysis of Multifield Datasets
Zi'ang Ding, Xavier Tricoche
Multifields datasets are common in a large number of research and engineering applications of computational science. The effective visualization of the corresponding datasets can facilitate their analysis by elucidating the complex and dynamic interactions that exist between the attributes that describe the physics of the phenomenon. We present in this paper a new hybrid Lagrangian-Eulerian model that extends existing Lagrangian visualization techniques to the analysis of multifields problems. In particular, our approach factors in the entire data space to reveal the structure of multifield datasets, thereby combining both Eulerian and Lagrangian perspectives. We evaluate our technique in the context of several fluid dynamics applications. Our results indicate that our proposed approach is able to characterize important structural features that are missed by existing methods.
Real-time rendering of complex fractals
Vinícius da Silva, Tiago Novello, Hélio Lopes
et al.
This chapter describes how to use intersection and closest-hit shaders to implement real-time visualizations of complex fractals using distance functions. The Mandelbulb and Julia Sets are used as examples.
Compact Tetrahedralization-based Acceleration Structure for Ray Tracing
Aytek Aman, Serkan Demirci, Uğur Güdükbay
We propose a compact and efficient tetrahedral mesh representation to improve the ray-tracing performance. We reorder tetrahedral mesh data using a space-filling curve to improve cache locality. Most importantly, we propose an efficient ray traversal algorithm. We provide details of common ray tracing operations on tetrahedral meshes and give the GPU implementation of our traversal method. We demonstrate our findings through a set of comprehensive experiments. Our method outperforms existing tetrahedral mesh-based traversal methods and yields comparable results to the traversal methods based on the state of the art acceleration structures such as k-dimensional (k-d) trees and Bounding Volume Hierarchies (BVHs).
Clusterplot: High-dimensional Cluster Visualization
Or Malkai, Min Lu, Daniel Cohen-Or
We present Clusterplot, a multi-class high-dimensional data visualization tool designed to visualize cluster-level information offering an intuitive understanding of the cluster inter-relations. Our unique plots leverage 2D blobs devised to convey the geometrical and topological characteristics of clusters within the high-dimensional data, and their pairwise relations, such that general inter-cluster behavior is easily interpretable in the plot. Class identity supervision is utilized to drive the measuring of relations among clusters in high-dimension, particularly, proximity and overlap, which are then reflected spatially through the 2D blobs. We demonstrate the strength of our clusterplots and their ability to deliver a clear and intuitive informative exploration experience for high-dimensional clusters characterized by complex structure and significant overlap.
Efficient Direct Slicing Of Dilated And Eroded 3d Models For Additive Manufacturing: Technical Report
Sylvain Lefebvre
In the context of additive manufacturing we present a novel technique for direct slicing of a dilated or eroded volume, where the input volume boundary is a triangle mesh. Rather than computing a 3D model of the boundary of the dilated or eroded volume, our technique directly produces its slices. This leads to a computationally and memory efficient algorithm, which is embarrassingly parallel. Contours can be extracted under an arbitrary chord error, non-uniform dilation or erosion are also possible. Finally, the scheme is simple and robust to implement.
Rendering Point Clouds with Compute Shaders
Markus Schütz, Michael Wimmer
We propose a compute shader based point cloud rasterizer with up to 10 times higher performance than classic point-based rendering with the GL_POINT primitive. In addition to that, our rasterizer offers 5 byte depth-buffer precision with uniform or customizable distribution, and we show that it is possible to implement a high-quality splatting method that blends together overlapping fragments while still maintaining higher frame-rates than the traditional approach.
Adding Custom Intersectors to the C++ Ray Tracing Template Library Visionaray
Stefan Zellmann
Most ray tracing libraries allow the user to provide custom functionality that is executed when a potential ray surface interaction was encountered to determine if the interaction was valid or traversal should be continued. This is e.g. useful for alpha mask validation and allows the user to reuse existing ray object intersection routines rather than reimplementing them. Augmenting ray traversal with custom intersection logic requires some kind of callback mechanism that injects user code into existing library routines. With template libraries, this injection can happen statically since the user compiles the binary code herself. We present an implementation of this "custom intersector" approach and its integration into the C++ ray tracing template library Visionaray.
Topologically-Guided Color Image Enhancement
Junyi Tu, Paul Rosen
Enhancement is an important step in post-processing digital images for personal use, in medical imaging, and for object recognition. Most existing manual techniques rely on region selection, similarity, and/or thresholding for editing, never really considering the topological structure of the image. In this paper, we leverage the contour tree to extract a hierarchical representation of the topology of an image. We propose 4 topology-aware transfer functions for editing features of the image using local topological properties, instead of global image properties. Finally, we evaluate our approach with grayscale and color images.
Iso-parametric tool path planning for point clouds
Qiang Zou, Jibin Zhao
The computational consuming and non-robust reconstruction from point clouds to either meshes or spline surfaces motivates the direct tool path planning for point clouds. In this paper, a novel approach for planning iso-parametric tool path from a point cloud is presented. The planning depends on the parameterization of point clouds. Accordingly, a conformal map is employed to build the parameterization which leads to a significant simplification of computing tool path parameters and boundary conformed paths. Then, Tool path is generated through linear interpolation with the forward and side step computed against specified chord deviation and scallop height, respectively. Experimental results are given to illustrate effectiveness of the proposed methods.
Consistently Orienting Facets in Polygon Meshes by Minimizing the Dirichlet Energy of Generalized Winding Numbers
Kenshi Takayama, Alec Jacobson, Ladislav Kavan
et al.
Jacobson et al. [JKSH13] hypothesized that the local coherency of the generalized winding number function could be used to correctly determine consistent facet orientations in polygon meshes. We report on an approach to consistently orienting facets in polygon meshes by minimizing the Dirichlet energy of generalized winding numbers. While the energy can be concisely formulated and efficiently computed, we found that this approach is fundamentally flawed and is unfortunately not applicable for most handmade meshes shared on popular mesh repositories such as Google 3D Warehouse.
The Logarithmic Curvature Graphs of Generalised Cornu Spirals
R. U. Gobithaasan, J. M. Ali, Kenjiro T. Miura
The Generalized Cornu Spiral (GCS) was first proposed by Ali et al. in 1995 [9]. Due to the monotonocity of its curvature function, the surface generated with GCS segments has been considered as a high quality surface and it has potential applications in surface design [2]. In this paper, the analysis of GCS segment is carried out by determining its aesthetic value using the log curvature Graph (LCG) as proposed by Kanaya et al.[10]. The analysis of LCG supports the claim that GCS is indeed a generalized aesthetic curve.
Efficient computational noise in GLSL
Ian McEwan, David Sheets, Stefan Gustavson
et al.
We present GLSL implementations of Perlin noise and Perlin simplex noise that run fast enough for practical consideration on current generation GPU hardware. The key benefits are that the functions are purely computational, i.e. they use neither textures nor lookup tables, and that they are implemented in GLSL version 1.20, which means they are compatible with all current GLSL-capable platforms, including OpenGL ES 2.0 and WebGL 1.0. Their performance is on par with previously presented GPU implementations of noise, they are very convenient to use, and they scale well with increasing parallelism in present and upcoming GPU architectures.
Dynamic Multilevel Graph Visualization
Todd L. Veldhuizen
We adapt multilevel, force-directed graph layout techniques to visualizing dynamic graphs in which vertices and edges are added and removed in an online fashion (i.e., unpredictably). We maintain multiple levels of coarseness using a dynamic, randomized coarsening algorithm. To ensure the vertices follow smooth trajectories, we employ dynamics simulation techniques, treating the vertices as point particles. We simulate fine and coarse levels of the graph simultaneously, coupling the dynamics of adjacent levels. Projection from coarser to finer levels is adaptive, with the projection determined by an affine transformation that evolves alongside the graph layouts. The result is a dynamic graph visualizer that quickly and smoothly adapts to changes in a graph.