483 research outputs found
Interactive deformation and visualization of level set surfaces using graphics hardware
technical reportDeformable isosurfaces, implemented with level-set methods, have demonstrated a great potential in visualization for applications such as segmentation, surface process- ing, and surface reconstruction. Their usefulness has been limited, however, by two problems. First, 3D level sets are relatively slow to compute. Second, their formulation usually entails several free parameters that can be difficult to tune correctly for specific applications. The second problem is compounded by the first. 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. Our efficient GPU- based solution relies on packing the level-set isosurface data into a dynamic, sparse texture format. As the level set moves, this sparse data structure is updated via a novel GPU to CPU message passing scheme. When the level-set solver is integrated with a real-time volume renderer operating on the same p
Interactive, GPU-based level sets for 3D brain tumor segmentation
technical reportWhile level sets have demonstrated a great potential for 3D medical image seg- mentation, their usefulness has been limited by two problems. First, 3D level sets are relatively slow to compute. Second, their formulation usually entails several free parameters which can be very difficult to correctly tune for specific applications. The second problem is compounded by the first. This paper presents a tool for 3D segmenta- tion that relies on level-set surface models computed at interactive rates on commodity graphics cards (GPUs). The mapping of a level-set solver to a GPU relies on a novel mechanism for GPU memory management. The interactive rates for solving the level- set PDE give the user immediate feedback on the parameter settings, and thus users can tune three separate parameters and control the shape of the model in real time. We have found that this interactivity enables users to produce good, reliable segmen- tations. To support this observation, this paper presents qualitative and quantitative results from a study of brain tumor segmentation
Implementation of digital pheromones in PSO accelerated by commodity Graphics Hardware
In this paper, a model for Graphics Processing Unit (GPU) implementation of Particle Swarm Optimization (PSO) using digital pheromones to coordinate swarms within ndimensional design spaces is presented. Previous work by the authors demonstrated the capability of digital pheromones within PSO for searching n-dimensional design spaces with improved accuracy, efficiency and reliability in both serial and parallel computing environments using traditional CPUs. Modern GPUs have proven to outperform the number of floating point operations when compared to CPUs through inherent data parallel architecture and higher bandwidth capabilities. The advent of programmable graphics hardware in the recent times further provided a suitable platform for scientific computing particularly in the field of design optimization. However, the data parallel architecture of GPUs requires a specialized formulation for leveraging its computational capabilities. When the objective function computations are appropriately formulated for GPUs, it is theorized that the solution efficiency (speed) can be significantly increased while maintaining solution accuracy. The development of this method together with a number of multi-modal unconstrained test problems are tested and presented in this paper
A GPU-based, three-dimensional level set solver with curvature flow
technical reportLevel set methods are a powerful tool for implicitly representing deformable surfaces. Since their inception, these techniques have been used to solve prob- lems in fields as varied as computer vision, scientific visualization, computer graphics and computational physics. With the power and flexibility of this approach; however, comes a large computational burden. In the level set ap- proach, surface motion is computed via a partial differential equation (PDE) framework. One possibility for accelerating level-set based applications is to map the solver kernel onto a commodity graphics processing unit (GPU). GPUs are parallel, vector computers whose power is currently increasing at a faster rate than that of CPUs. in this work, we demonstrate a GPU-based, three- dimensional level set solver that is capable of computing curvature flow as well as other speed terms. Results are shown for this solver segmenting the brain surface from an MRI data set
Interactive deformation and visualization of level set surfaces using graphics hardware
Journal ArticleDeformable isosurfaces, implemented with level-set methods, have demonstrated a great potential in visualization for applications such as segmentation, surface processing, and surface reconstruction. Their usefulness has been limited, however, by their high computational cost and 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 levelset solutions at interactive rates. Our efficient GPU-based solution relies on packing the level-set isosurface data into a dynamic, sparse texture format. As the level set moves, this sparse data structure is updated via a novel GPU to CPU message passing scheme. When the level-set solver is integrated with a real-time volume renderer operating on the same packed format, a user can visualize and steer the deformable level-set surface as it evolves. In addition, the resulting isosurface can serve as a region-of-interest specifier for the volume renderer. This paper demonstrates the capabilities of this technology for interactive volume visualization and segmentation
Tropospheric Ozone Assessment Report : Present-day ozone distribution and trends relevant to human health
This study quantifies the present-day global and regional distributions (2010–2014) and trends (2000–2014) for five ozone metrics relevant for short-term and long-term human exposure. These metrics, calculated by the Tropospheric Ozone Assessment Report, are: 4th highest daily maximum 8-hour ozone (4MDA8); number of days with MDA8 > 70 ppb (NDGT70), SOMO35 (annual Sum of Ozone Means Over 35 ppb) and two seasonally averaged metrics (3MMDA1; AVGMDA8). These metrics were explored at ozone monitoring sites worldwide, which were classified as urban or non-urban based on population and nighttime lights data.Present-day distributions of 4MDA8 and NDGT70, determined predominantly by peak values, are similar with highest levels in western North America, southern Europe and East Asia. For the other three metrics, distributions are similar with North–South gradients more prominent across Europe and Japan. Between 2000 and 2014, significant negative trends in 4MDA8 and NDGT70 occur at most US and some European sites. In contrast, significant positive trends are found at many sites in South Korea and Hong Kong, with mixed trends across Japan. The other three metrics have similar, negative trends for many non-urban North American and some European and Japanese sites, and positive trends across much of East Asia. Globally, metrics at many sites exhibit non-significant trends. At 59% of all sites there is a common direction and significance in the trend across all five metrics, whilst 4MDA8 and NDGT70 have a common trend at ~80% of all sites. Sensitivity analysis shows AVGMDA8 trends differ with averaging period (warm season or annual). Trends are unchanged at many sites when a 1995–2014 period is used; although fewer sites exhibit non-significant trends. Over the longer period 1970–2014, most Japanese sites exhibit positive 4MDA8/SOMO35 trends. Insufficient data exist to characterize ozone trends for the rest of Asia and other world regions
Guest Artist Series:Kevin Lefohn, Violin Terence Dennis, Piano
Kemp Recital Hall Thursday Evening February 10, 2005 8:00p.m
Streaming narrow-band algorithm: interactive computation and visualization of level sets
Journal ArticleAbstract-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 multidimensional virtual memory system. As the level set moves, this texturebased 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
Implicit Decals: Interactive Editing of Repetitive Patterns on Surfaces
11 pagesInternational audienceTexture mapping is an essential component for creating 3D models and is widely used in both the game and the movie industries. Creating texture maps has always been a complex task and existing methods carefully balance flexibility with ease of use. One difficulty in using texturing is the repeated placement of individual textures over larger areas. In this paper we propose a method which uses decals to place images onto a model. Our method allows the decals to compete for space and to deform as they are being pushed by other decals. A spherical field function is used to determine the position and the size of each decal and the deformation applied to fit the decals. The decals may span multiple objects with heterogeneous representations. Our method does not require an explicit parameterization of the model. As such, varieties of patterns including repeated patterns like rocks, tiles, and scales can be mapped. We have implemented the method using the GPU where placement, size, and orientation of thousands of decals are manipulated in real time
The Use of Critical Levels for Determining Plant Response to Ozone in Europe and in North America
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