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| IBM Research
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| 2003 Graphics and Visualization Student Symposium
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Nominations of highly-qualified Ph.D. students were made by IBM
Research members and university faculty. In total, 23 students were
nominated from 14 universities, and 10 students were selected to
participate in the symposium.
Call for Nominations
Agenda
Invited Participants and Presentations
- Jatin Chhugani, Johns Hopkins University
vLOD: A System for High-Fidelity Walkthroughs of Large Virtual Environments
Two effective methods for efficient rendering of large polygonal models
are the conservative culling of invisible geometry early in the pipeline
and the removal of unnecessary detail not discernible from the current
view-point. We present vLOD, a system for performing high-fidelity
walkthroughs of large 3D geometric datasets.
Our walkthrough system performs work proportional to the required detail
in visible geometry. To accomplish this, we use a pre-computation phase
to determine from-region visibility as well as level-of-detail. This
pre-computation generates per-region vLOD, the geometry visible from a
view cell at the right level of detail. We encode changes between
neighboring cells' vLODs, which are not required to be memory resident.
At rendering time, we incrementally construct the vLOD for the current
view cell and render it. We have a small CPU and memory requirement for
rendering and are able to display models with tens of million polygons
at interactive frame rates with less than one pixel screen space
deviation and correct visibility.
- Oana Cula, Rutgers, The State University of New Jersey
Bidirectional Imaging and Modeling of Skin Texture
Human skin is a complex surface, with fine scale geometry and local
optical properties that make its appearance difficult to model. Also,
the conditions under which the skin surface is viewed and illuminated
greatly affect its appearance. In this work, we capture the dependency
of skin appearance on imaging parameters using bidirectional
imaging. We construct a new skin texture database, containing
bidirectional measurements of normal skin and of skin affected by
various disorders. The complete database contains more than 3500
images, and is made publicly available for further
research. Furthermore, we present two computational models for use in
skin texture recognition. Both models are image-based representations
of skin appearance that account for the varied appearance of the skin
with changes in illumination and viewing direction. We employ these
models in two contexts: discrimination between different skin
disorders (e.g., psoriasis vs. acne), and classification of facial
locations based on facial skin texture (e.g., forehead vs. chin). The
classification experiments demonstrate the usefulness of the modeling
and measurement methods.
- Antonio Haro, Georgia Institute of Technology
Example Based Processing for Image and Video Synthesis
The example based processing problem can be expressed as: "Given an
example of an image or video before and after processing, apply a similar
processing to a new image or video". There exist some problems where a
single general algorithm can be used to create varieties of outputs,
solely by presenting examples of what is desired to the algorithm. This is
valuable if the algorithm to produce the output is non-obvious, e.g. an
algorithm to emulate an example painting's style. The problem is first
treated as a texture synthesis influenced sampling problem, where the idea
is to form feature vectors representative of the data and then sample them
coherently to synthesize a plausible output for the new image or video.
It is then reduced to a labeling problem to perform example based
processing in a more generalized manner than earlier techniques. This
allows a different estimation of what the output should be by
approximating the optimal (and possibly unknowable) solution through a
different approach.
- Jing Hua, Stony Brook University
Modeling, Manipulating, and Visualizing Continuous Volumetric Data: A Novel Spline-Based Approach
In this talk, I will articulate a novel spline-based approach for
modeling, manipulating, and visualizing continuous volumetric
data. We have systematically developed a new interactive modeling
and simulation framework for volumetric data and/or solid geometry
with heterogeneous attributes. Our system is founded upon
spline-based volumetric implicit functions and powerful
physics-based modeling. This new paradigm affords representing,
direct modeling, and rendering of multi-dimensional, physical
attributes across any volumetric objects. In particular, we employ
the trivariate B-splines to model volumes of structured grids, and
we use the trivariate simplex splines to represent a tetrahedral
decomposition of any 3D domain with complicated geometry and
arbitrary topology. The multiresolution capability is achieved by
interactively subdividing any region of interest and allocating
more knots and control coefficients accordingly. I will show that
our feature-sensitive fitting algorithms can reconstruct a more
compact, continuous representation for real data. In addition, our
spline-based models are governed by the principles of dynamics,
hence responding to sculpting forces in a natural and predictable
manner. We augment our framework with a 3D haptic interface,
further facilitating the realistic manipulation of any modeled
dataset. Within our framework, users can easily manipulate the
geometry and topology of modeled objects, as well as their
physical properties through an intuitive, haptic means with force
feedback. If time permits, I will demonstrate our spline-based
approach also leads to a new Scalar-Field Deformation (SFD)
technique for FFD. Throughout the talk, I will highlight diverse
applications including solid modeling, shape design, haptic
rendering, material editing and reconstruction, volume
simplification, and medical data exploration and visualization.
- Aravind Kalaiah, University of Maryland, College Park
Context-Aware Samples for Efficient Transmission and Rendering
The rapid growth in the complexity of geometry models is
leading a sustained revision of several techniques of computer
graphics. At the heart of this trend is the representation of
geometry by independent samples. However, raw sample primitives
lead to data representation by locally constant approximations.
This generally leads to a higher sampling rate and thus a high
cost of representation, transmission, and rendering. We advocate
an alternate approach involving context-aware samples that
capture the local variation of the geometry. We detail two
approaches; one, based on differential geometry and the other
based on statistics. Our differential-geometry-based approach
captures the context of the local geometry using an estimation
of the local Taylors series expansion. We render such samples
using programmable Graphics Processing Unit (GPU) by fast
approximation of the geometry at the screen space. The benefits
of this representation can also be seen in other applications
such as simulation of light transport. In our statistics-based
approach we capture the context of the local geometry using
Principal Component Analysis (PCA). This allows us to achieve
hierarchical detail by modeling the geometry in a non-deterministic
fashion as a hierarchical probability distribution. We approximate
the geometry and its attributes using quasi-random sampling.
Our results show significant speedup in comparison to current
approaches.
- Misha Kazhdan, Princeton University
Shape Matching and Model Alignment
In this talk I will discuss the challenge of efficiently retrieving shapes
from a 3D model database. I will focus on the role that alignment plays in
the retrieval and discuss methods, both practical and impractical, for
addressing this challenge. In particular, I will talk about how spherical
harmonics can be used to obtain an efficient lower bound for the
similarity of two optimally aligned models.
- Aaron Lefohn, University of California, Davis
A Streaming Narrow-Band Algorithm: Interactive Computation and Visualization of Level-Set Surfaces
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 multi-dimensional 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.
- Wei Li, Stony Brook University
Accelerating Simulation and Visualization on Graphics Hardware
Simulation and visualization typically involve complex
computations and large amount of data, hence consume huge
computation power and memory bandwidth. Fortunately, most of these
applications exhibit high parallelism, hence are suitable for
acceleration on modern graphics hardware, that has evolved into a
powerful and highly programmable graphics processing unit (GPU),
composed of multi-pipelined SIMD processors and high memory
bandwidth. In addition, if the simulation results reside directly
within the graphics memory, they are easily visualized and steered
without incurring expensive transfer overhead.
Since GPU was originally designed for graphics applications, there
are certain obstacles to overcome before it can be easily and
efficiently utilized for non-graphics purposes. The first part of
this proposal presents a framework, namely the Programmable
Lattice (PL), that encapsulates multiple physical models for
simulation. Specifically, we present our GPU-based Lattice
Boltzmann computation as an example, as well as the applications
developed on top of it.
To visualize the simulation results, which are usually represented
as volumetric datasets, texture-based volume rendering is
employed. Traditional texture-based volume rendering processes all
the voxels, which is unnecessary, since a large amount of voxels
are invisible, either due to the transfer function or occlusion by
other voxels. The second part of the proposal is focused on
accelerating the visualization on GPUs by skipping the invisible
voxels, without any loss of image quality.
- Aidong Lu, Purdue University
Illustrative Interactive Stipple Rendering
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 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 and surface data sets in a concise, meaningful, and
illustrative manner.
- Alejandro Troccoli, Columbia University
Texture Registration and Processing for Photo Realistic 3D Modeling
Recent developments of 3D scanning technology have opened new areas of
active research, with numerous applications in digital archiving of
historic monuments or archeological sites. However, the whole process
is not yet fully automated, sometimes requiring intense user intervention.
At the Robotics Lab at Columbia University we are creating tools for
automating the acquisition and 3D modeling of two different domains:
urban environments and archeological sites.
I will present my contributions to this work in the area of texture
acquisition and processing for the creation of photorealistic models, a
task even more challenging for outdoor scenes due to the changing
conditions of the environment. I will talk about the image-geometry
registration process discussing two different scenarios we have
addressed: first, fixing a camera with respect to the range sesor and
second, allowing a camera to move freely. I will also present my work in
progress on color correction, a step for fixing the color discontinuity
between adjacent texture patches that were captured by different images.
Finally, I will show the results of modeling Mt. Polizzo, a 6th century
BC site in Sicily.
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