Publications



Stippling and Silhouette Rendering on Geometry Image Space
X. Yuan, M. X. Nguyen, N. Zhang, and B. Chen.
Eurographics Symposium on Rendering 2005.
Abstract:

Volume Cutout
X. Yuan, N. Zhang, M. X. Nguyen, and B. Chen.
Pacific Graphics 2005.
Abstract:

CSG Operations for Point Models with Implicit Connectivity
N. Zhang, H. Qu, and A. Kaufman.
Computer Graphics International 2005.
Abstract: We propose Point with Implicit Connectivity (PIC) as a new data structure for representing solid objects using points. In the PIC representation, an object is adaptively sampled into an octree, where each leaf cell contains at most one surface component of the object. Each surface component is represented by a vertex, together with inside/outside classification values of the cell corners. PIC objects are compact, feature-preserving, and supports easy construction of the boundary surfaces. To convert geometric objects into the PIC representation, we propose a sampling algorithm and use quadric error functions as error metrics. For CSG operations between PIC objects, we present a feature-preserving, adaptive CSG algorithm on the octrees.
Multiresolution Isosurface Modeling and Rendering
Nan Zhang.
PhD dissertation, Aug. 2004. Advisor: Prof. Arie Kaufman.
Abstract: This dissertation presents a set of algorithms for modeling and rendering isosurfaces in multiresolution volume visualization. The primary contributions are: (1) the introduction of Implicit Connectivity Mesh (ICM) and its applications, and (2) texturing volumetric objects and accelerated rendering algorithms for voxel-based terrain. The ICM representation is a new type of implicit surfaces. In this representation, a mesh is composed of vertices only. The space is partitioned into cubic cells, where each cell may contain one or more vertices. Each vertex is associated with a connectivity encoding vector, which implicitly defines the connection of this vertex with its neighbors. The connectivity information can be the classification values of cell corner points or the edges/surfaces intersections of the cell. The explicit polygon mesh can be quickly reconstructed using the connectivity information stored in each vertex. Two topology-preserving vertex clustering algorithms, hierarchical clustering and selective clustering, are used for creating a multiresolution ICM. Especially, the selective clustering handles up to four intersection points on a cell edge. Algorithms for converting isosurfaces of volume datasets and polygon meshes into the ICM representation are also presented. ...More...
SHIC: A View-Dependent Rendering Framework for Isosurfaces
N. Zhang, H. Qu, W. Hong and A. Kaufman.
To appear in IEEE/SIGGRAPH Symposium on Volume Visualization 2004.
Abstract: We propose Selective and Hierarchical Isopoint Clustering (SHIC) as a framework for interactive isosurface visualization. SHIC is an octree-based vertex hierarchy where each surface component in a cell is represented by a vertex (isopoint) with encoded connectivity. We propose a novel connectivity encoding scheme, called Connectivity Encoding Bitmap, and two topology-preserving isopoint clustering algorithms to build the vertex hierarchy. Our framework is able to cluster surface components with up to four intersection points on a cell edge. During rendering, an incremental isosurface extraction algorithm is used to construct the isosurface dynamically. Events associated with vertex tree modifications and active vertices changes are unified using timestamps. Our framework is efficient, space-saving, and suitable for rendering large isosurface objects with local modifications.
Dual Contouring with Topology-Preserving Simplification Using Enhanced Cell Representation
N. Zhang, W. Hong and A. Kaufman.
To appear in IEEE Visualization 2004.
Abstract: To preserve topology, multiresolution isosurface extraction algorithms extract and maintain all critical points. However, this method lowers the simplification capability at the regions containing critical points. We devise a different approach: preserving the disconnected surface components in cells during isosurface simplification. We represent isosurface components in a novel representation---enhanced cell, where surface components in a cell are represented by vertices with connectivity information. A topology-preserving vertex clustering algorithm is applied to build a vertex octree. An enhanced dual contouring algorithm is proposed to extract error-bounded multiresolution isosurfaces from the vertex octree while preserving the finest resolution isosurface topology. Cells containing multiple representative vertices are properly handled. Several selection strategies for active vertices are supported.
Feature Preserving Distance Fields
H. Qu, N. Zhang, R. Shao, A. Kaufman and K. Mueller.
To appear in IEEE/ SIGGRAPH Symposium on Volume Visualization 2004.
Abstract:

Interactive Stereoscopic Rendering of Volumetric Environments
M. Wan, N. Zhang, H. Qu, and A. Kaufman.
IEEE Trans. on Visualization and Computer Graphics, Vol. 10, No. 1, pages 15-28, 2004. Abstract: We present an efficient stereoscopic rendering algorithm supporting interactive navigation inside large-scale 3D voxel-based environments (in short, volumetric environments). In this algorithm, most of the pixel values of the right image are derived from the left image by a fast 3D warping based on our stereoscopic projection geometry. A fast volumetric ray casting then fills the remaining gaps in the warped right image. Our algorithm has been parallelized on a multiprocessor by employing effective task partitioning schemes and achieved a high cache performance and load balancing. We have applied our algorithm in two virtual navigation systems, flythrough over terrain and virtual colonoscopy, and reached interactive stereoscopic rendering rates of more than 10 frames per second on a 16-processor SGI Challenge.

Ray Tracing Height Fields
H. Qu and Q. Feng and N. Zhang and A. Kaufman.
In Computer Graphics International, July 2003.
Abstract: We present a novel surface reconstruction algorithm which can directly reconstruct surfaces with different levels of smoothness in one framework from height fields using 3D discrete grid ray tracing. Our algorithm exploits the 2.5D nature of the elevation data and the regularity of the rectangular grid from which the height field surface is sampled. Based on this reconstruction method, we also develop a hybrid rendering method which has the features of both rasterization and ray tracing. This hybrid method is designed to take advantage of GPUs newly available flexibility and processing power.

Multiresolution Volume Simplification and Polygonization
N. Zhang and A. Kaufman.
In International Workshop on Volume Graphics, July 2003.
Abstract: We propose a multiresolution volume simplification and polygonization algorithm. Traditionally, voxel-based algorithms lack the adaptive resolution support and consequently simplified volumes quickly lose sharp features after several levels of downsampling, while tetrahedral-based simplification algorithms usually generate poorly shaped triangles. In our method, each boundary cell is represented by a carefully selected representative vertex. The quadric error metrics are applied as the geometric error metric. Our approach first builds an error pyramid by bottom-up cell merging. We avoid topology problems in hierarchical cell merging by disabling erroneous cells and penalizing cells containing disconnected surface components with additional costs. Then, a top-down traversal is used to collect cells within a user specified error threshold. The surfacenets algorithm is used to polygonize these cells. We enhance it with online triangle shape optimization and budget control. Finally, we discuss a novel octree implementation which greatly eases the polygonization operations.

Interactive Stereoscopic Rendering of Voxel-based Terrain
M. Wan, N. Zhang, H. Qu, and A. Kaufman.
In IEEE Virtual Reality, pages 197-206, 2000.
Abstract: We present an interactive stereoscopic rendering algorithm of voxel-based terrain. It provides unambiguous depth information of a terrain scene by generating perspective images for a pair of eyes with a horizontal parallax. The left-eye image is generated using a fast ray casting algorithm accelerated by exploiting a specific ray coherence in the voxel-based terrain scene. The right-eye image is obtained by exploiting the frame coherence between the two views. Most of the pixel values are directly obtained from the left image by reprojection. The remaining pixels are computed by ray casting, while further accelerated with ray coherence. An A-buffer is employed to reduce image error caused by reprojection to non-integer pixel locations. Image-based task partitioning schemes are explored to effectively parallelize our algorithm on a multiprocessor.

Real Time Volume Rendering
A. Kaufman, F. Dachille, B. Chen, I. Bitter, K. Kreeger, N. Zhang, Q. Tang, and H. Hua.
In Special Issue on 3D Imaging of the International Journal of Imaging Systems and Technology, pages 44-52, 2000.
Abstract:

Last modified Sep 13, 2004. Nan Zhang.

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