The Experts below are selected from a list of 2298 Experts worldwide ranked by ideXlab platform

B E Buxton - One of the best experts on this subject based on the ideXlab platform.

  • image based rendering via the standard graphics pipeline
    International Conference on Multimedia and Expo, 2000
    Co-Authors: M E Hansard, B E Buxton
    Abstract:

    Ullman and Basri (1991) have shown that a 3D scene can be implicitly represented as a linear combination of two or more basis-images. We outline a simple visualisation system which uses this result to provide interactive viewpoint control. Moreover, we show that each novel view can be rendered without significant departure from the standard graphics pipeline. Essentially, only texture-map, z-buffer and accumulation-buffer facilities are required. The need for dense feature-correspondence is also avoided. It is desirable for image-based rendering to follow the standard pipeline, in order to exploit hardware-support for existing graphics APIs. As an example, we present the results of an Opengl Implementation of the system. Our observations are relevant to augmented reality, visualisation, animation and video coding applications. We also consider the possible use of image-based representations in network-graphics.

  • IEEE International Conference on Multimedia and Expo (III) - Image-based rendering via the standard graphics pipeline
    2000 IEEE International Conference on Multimedia and Expo. ICME2000. Proceedings. Latest Advances in the Fast Changing World of Multimedia (Cat. No.00, 1
    Co-Authors: M E Hansard, B E Buxton
    Abstract:

    Ullman and Basri (1991) have shown that a 3D scene can be implicitly represented as a linear combination of two or more basis-images. We outline a simple visualisation system which uses this result to provide interactive viewpoint control. Moreover, we show that each novel view can be rendered without significant departure from the standard graphics pipeline. Essentially, only texture-map, z-buffer and accumulation-buffer facilities are required. The need for dense feature-correspondence is also avoided. It is desirable for image-based rendering to follow the standard pipeline, in order to exploit hardware-support for existing graphics APIs. As an example, we present the results of an Opengl Implementation of the system. Our observations are relevant to augmented reality, visualisation, animation and video coding applications. We also consider the possible use of image-based representations in network-graphics.

M E Hansard - One of the best experts on this subject based on the ideXlab platform.

  • image based rendering via the standard graphics pipeline
    International Conference on Multimedia and Expo, 2000
    Co-Authors: M E Hansard, B E Buxton
    Abstract:

    Ullman and Basri (1991) have shown that a 3D scene can be implicitly represented as a linear combination of two or more basis-images. We outline a simple visualisation system which uses this result to provide interactive viewpoint control. Moreover, we show that each novel view can be rendered without significant departure from the standard graphics pipeline. Essentially, only texture-map, z-buffer and accumulation-buffer facilities are required. The need for dense feature-correspondence is also avoided. It is desirable for image-based rendering to follow the standard pipeline, in order to exploit hardware-support for existing graphics APIs. As an example, we present the results of an Opengl Implementation of the system. Our observations are relevant to augmented reality, visualisation, animation and video coding applications. We also consider the possible use of image-based representations in network-graphics.

  • IEEE International Conference on Multimedia and Expo (III) - Image-based rendering via the standard graphics pipeline
    2000 IEEE International Conference on Multimedia and Expo. ICME2000. Proceedings. Latest Advances in the Fast Changing World of Multimedia (Cat. No.00, 1
    Co-Authors: M E Hansard, B E Buxton
    Abstract:

    Ullman and Basri (1991) have shown that a 3D scene can be implicitly represented as a linear combination of two or more basis-images. We outline a simple visualisation system which uses this result to provide interactive viewpoint control. Moreover, we show that each novel view can be rendered without significant departure from the standard graphics pipeline. Essentially, only texture-map, z-buffer and accumulation-buffer facilities are required. The need for dense feature-correspondence is also avoided. It is desirable for image-based rendering to follow the standard pipeline, in order to exploit hardware-support for existing graphics APIs. As an example, we present the results of an Opengl Implementation of the system. Our observations are relevant to augmented reality, visualisation, animation and video coding applications. We also consider the possible use of image-based representations in network-graphics.

Yukun Liu - One of the best experts on this subject based on the ideXlab platform.

  • a novel mesa based Opengl Implementation on an fpga based embedded system
    International Conference on Audio Language and Image Processing, 2014
    Co-Authors: Yukun Liu
    Abstract:

    Since there was no Opengl Implementation for FPGA-based embedded systems before this research, this paper presents a novel Opengl Implementation based on Mesa for an FPGA-based embedded system. This Implementation includes the algorithms for Bezier-splines curves and surfaces that can support 3D rendering. In addition, compared with the environment of general-purpose computers, because of the limited storage space and computing speed of FPGA-based embedded systems, this Implementation adopts a fixed point arithmetic system that is created with its own multiplication, division, square foot, dot production, cross production, trigonometric functions and linear interpolation. The results of its applications to the surface modeling and editing with user interactions show that this Implementation can meet the requirements for 3D rendering with user interactions.

  • ICAILP - A novel Mesa-based Opengl Implementation on an FPGA-based embedded system
    2014 International Conference on Audio Language and Image Processing, 2014
    Co-Authors: Yukun Liu
    Abstract:

    Since there was no Opengl Implementation for FPGA-based embedded systems before this research, this paper presents a novel Opengl Implementation based on Mesa for an FPGA-based embedded system. This Implementation includes the algorithms for Bezier-splines curves and surfaces that can support 3D rendering. In addition, compared with the environment of general-purpose computers, because of the limited storage space and computing speed of FPGA-based embedded systems, this Implementation adopts a fixed point arithmetic system that is created with its own multiplication, division, square foot, dot production, cross production, trigonometric functions and linear interpolation. The results of its applications to the surface modeling and editing with user interactions show that this Implementation can meet the requirements for 3D rendering with user interactions.

Stefan Zachow - One of the best experts on this subject based on the ideXlab platform.

  • Fast Generation of Virtual X-ray Images from Deformable Tetrahedral Meshes
    2013
    Co-Authors: Moritz Ehlke, Heiko Ramm, Hans Lamecker, Hans-christian Hege, Stefan Zachow
    Abstract:

    We propose a novel GPU-based approach to render virtual X-ray projections of deformable tetrahedral meshes. These meshes represent the shape and the internal density distribution of a particular anatomical structure and are derived from statistical shape and intensity models (SSIMs). We apply our method to improve the geometric reconstruction of 3D anatomy (e.g.\ pelvic bone) from 2D X-ray images. For that purpose, shape and density of a tetrahedral mesh are varied and virtual X-ray projections are generated within an optimization process until the similarity between the computed virtual X-ray and the respective anatomy depicted in a given clinical X-ray is maximized. The Opengl Implementation presented in this work deforms and projects tetrahedral meshes of high resolution (200.000+ tetrahedra) at interactive rates. It generates virtual X-rays that accurately depict the density distribution of an anatomy of interest. Compared to existing methods that accumulate X-ray attenuation in deformable meshes, our novel approach significantly boosts the deformation/projection performance. The proposed projection algorithm scales better with respect to mesh resolution and complexity of the density distribution, and the combined deformation and projection on the GPU scales better with respect to the number of deformation parameters. The gain in performance allows for a larger number of cycles in the optimization process. Consequently, it reduces the risk of being stuck in a local optimum. We believe that our approach contributes in orthopedic surgery, where 3D anatomy information needs to be extracted from 2D X-rays to support surgeons in better planning joint replacements.

  • Fast Generation of Virtual X-ray Images for Reconstruction of 3D Anatomy
    IEEE Transactions on Visualization and Computer Graphics, 2013
    Co-Authors: Moritz Ehlke, Heiko Ramm, Hans Lamecker, Hans-christian Hege, Stefan Zachow
    Abstract:

    We propose a novel GPU-based approach to render virtual X-ray projections of deformable tetrahedral meshes. These meshes represent the shape and the internal density distribution of a particular anatomical structure and are derived from statistical shape and intensity models (SSIMs). We apply our method to improve the geometric reconstruction of 3D anatomy (e.g. pelvic bone) from 2D X-ray images. For that purpose, shape and density of a tetrahedral mesh are varied and virtual X-ray projections are generated within an optimization process until the similarity between the computed virtual X-ray and the respective anatomy depicted in a given clinical X-ray is maximized. The Opengl Implementation presented in this work deforms and projects tetrahedral meshes of high resolution (200.000+ tetrahedra) at interactive rates. It generates virtual X-rays that accurately depict the density distribution of an anatomy of interest. Compared to existing methods that accumulate X-ray attenuation in deformable meshes, our novel approach significantly boosts the deformation/projection performance. The proposed projection algorithm scales better with respect to mesh resolution and complexity of the density distribution, and the combined deformation and projection on the GPU scales better with respect to the number of deformation parameters. The gain in performance allows for a larger number of cycles in the optimization process. Consequently, it reduces the risk of being stuck in a local optimum. We believe that our approach will improve treatments in orthopedics, where 3D anatomical information is essential.

  • Efficient projection and deformation of volumetric shape and intensity models for accurate simulation of X-ray images
    2012
    Co-Authors: Moritz Ehlke, Heiko Ramm, Hans Lamecker, Stefan Zachow
    Abstract:

    We present an efficient GPU-based method to generate virtual X-ray images from tetrahedral meshes which are associated with attenuation values. In addition, a novel approach is proposed that performs the model deformation on the GPU. The tetrahedral grids are derived from volumetric statistical shape and intensity models (SSIMs) and describe anatomical structures. Our research targets at reconstructing 3D anatomical shapes by comparing virtual X-ray images generated using our novel approach with clinical data while varying the shape and density of the SSIM in an optimization process. We assume that a deformed SSIM adequately represents an anatomy of interest when the similarity between the virtual and the clinical X-ray image is maximized. The Opengl Implementation presented here generates accurate (virtual) X-ray images at interactive rates, thus qualifying it for its use in the reconstruction process.

Michalis Vazirgiannis - One of the best experts on this subject based on the ideXlab platform.