Ralph Bruckschen - Academia.edu (original) (raw)
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Papers by Ralph Bruckschen
Notes on Numerical Fluid Mechanics (NNFM), 1996
In this paper we will give you a short introduction to a visualization program for three dimensio... more In this paper we will give you a short introduction to a visualization program for three dimensional flow data, generated by Navier Stokes solvers (W. Borchers(1992)). First, we will give you a short introduction to the problem. The 2nd section discusses one main problem for simulating flows: the lack of memory. After that we describe the used hardware and the features of our implemented tool for visualizing the flow (sections 3 and 4). At last we show some software details of transposing our software to Open GL/X and Motif. Please refer to two other very interesting works in this volume of Schlageter and Wierse.
Notes on Numerical Fluid Mechanics (NNFM), 1996
In this paper we will give you a short introduction to a visualization program for three dimensio... more In this paper we will give you a short introduction to a visualization program for three dimensional flow data, generated by Navier Stokes solvers (W. Borchers(1992)). First, we will give you a short introduction to the problem. The 2nd section discusses one main problem for simulating flows: the lack of memory. After that we describe the used hardware and the features of our implemented tool for visualizing the flow (sections 3 and 4). At last we show some software details of transposing our software to Open GL/X and Motif. Please refer to two other very interesting works in this volume of Schlageter and Wierse.
Medical Imaging 2003: Visualization, Image-Guided Procedures, and Display, 2003
Visualizing high-resolution volumetric medical datasets is a challenging task. Current off-the-sh... more Visualizing high-resolution volumetric medical datasets is a challenging task. Current off-the-shelf graphics hardware supports interactive texture-based volume-rendering of volumetric datasets up to a resolution of 512 3 data points only. We present a method that allows us to visualize higher-resolution datasets, providing images similar to texture-based volume-rendering techniques at interactive frame-rates and full resolution. Our approach is based on an out-of-core point-based rendering approach. We pre-process the data by grouping points in the given dataset according to their value on disk and read them, when needed, from disk to immediately stream data to the rendering hardware. The high resolution of the dataset and the density of the data points allows us to use a pure point-based rendering approach. The density of points with equal or similar values within the dataset can be considered as being high enough to display regions and contours using points only. With our data-stream based approach we achieve interactive frame-rates for volumes even exceeding 512 3 resolution. Interactivity is not restricted to navigation through the dataset itself. It is also possible to change the values of interest to be displayed in real-time, enabling us to change display-parameters and thus looking for interesting and important features and contours interactively. For a human brain extracted from a 753x1050x910 colored dataset we achieved frame-rates of 20 frames/second and more, depending on the values selected. We describe a new way to interactively display high-resolution datasets without any loss of detail. By using points instead of textured volumes we reduce the amount of data to be transferred to the graphics hardware when compared to hardware-supported texture-based volume rendering. Using a data-organization optimized for reading from disk, we reduce the number of disk-seeks, and thus the overall update-time for a change of parameter-values.
Medical Imaging 2003: Visualization, Image-Guided Procedures, and Display, 2003
Visualizing high-resolution volumetric medical datasets is a challenging task. Current off-the-sh... more Visualizing high-resolution volumetric medical datasets is a challenging task. Current off-the-shelf graphics hardware supports interactive texture-based volume-rendering of volumetric datasets up to a resolution of 512 3 data points only. We present a method that allows us to visualize higher-resolution datasets, providing images similar to texture-based volume-rendering techniques at interactive frame-rates and full resolution. Our approach is based on an out-of-core point-based rendering approach. We pre-process the data by grouping points in the given dataset according to their value on disk and read them, when needed, from disk to immediately stream data to the rendering hardware. The high resolution of the dataset and the density of the data points allows us to use a pure point-based rendering approach. The density of points with equal or similar values within the dataset can be considered as being high enough to display regions and contours using points only. With our data-stream based approach we achieve interactive frame-rates for volumes even exceeding 512 3 resolution. Interactivity is not restricted to navigation through the dataset itself. It is also possible to change the values of interest to be displayed in real-time, enabling us to change display-parameters and thus looking for interesting and important features and contours interactively. For a human brain extracted from a 753x1050x910 colored dataset we achieved frame-rates of 20 frames/second and more, depending on the values selected. We describe a new way to interactively display high-resolution datasets without any loss of detail. By using points instead of textured volumes we reduce the amount of data to be transferred to the graphics hardware when compared to hardware-supported texture-based volume rendering. Using a data-organization optimized for reading from disk, we reduce the number of disk-seeks, and thus the overall update-time for a change of parameter-values.
Proceedings IEEE 2001 Symposium on Parallel and Large-Data Visualization and Graphics (Cat. No.01EX520)
Proceedings of the ACM symposium on Virtual reality software and technology - VRST '01, 2001
Real-time visualization of particle traces in virtual environments can aid in the exploration and... more Real-time visualization of particle traces in virtual environments can aid in the exploration and analysis of complex three dimensional vector fields. This paper introduces a scalable method suitable for the interactive visualization of large time-varying vector fields on commodity hardware. A real-time data streaming and visualization approach and its out-of-core scheme for the pre-processing and rendering of data are described. The presented approach yields low-latency application start-up times and small memory footprints. A proof of concept systems was implemented on a low-cost Linux workstation equipped with spatial tracking hardware, data gloves and shutter glasses. The system was used to implement a virtual wind tunnel in which a volumetric particle injector can introduce up to 60000 particles into the flow field while an interactive rendering performance of 60 frames per second is maintained.
We present an out-of-core, point-based approach for interactive rendering of very large volumetri... more We present an out-of-core, point-based approach for interactive rendering of very large volumetric datasets. Our approach is based on the assumption that the density of voxels with the same function-value in large discretized volumetric scalar fields is high enough to be used to render contour and volume approximations using points to represent the voxels. This approach allows us to visualize isovalue-structures in high-resolution datasets at full resolution and interactive frame rates. In a pre-processing step, we sort the voxels by functionvalue and store them in a file together with a look-up table for later interactive retrieval. The displayed voxelsets can then be changed in real time by determining their locations in the file and loading them into memory. As we store position, and not function-value, the volumetric dimension of a dataset to be handled by our approach is limited by three factors: the number of points that can be rendered to achieve a sufficient frame rate, the number of bits used to store the position data, and the maximum file-size supported by the operating system. Depending on the spatial distribution of the voxels among the function-values selected, the result is either one or multiple contours or "isoclouds".
Notes on Numerical Fluid Mechanics (NNFM), 1996
In this paper we will give you a short introduction to a visualization program for three dimensio... more In this paper we will give you a short introduction to a visualization program for three dimensional flow data, generated by Navier Stokes solvers (W. Borchers(1992)). First, we will give you a short introduction to the problem. The 2nd section discusses one main problem for simulating flows: the lack of memory. After that we describe the used hardware and the features of our implemented tool for visualizing the flow (sections 3 and 4). At last we show some software details of transposing our software to Open GL/X and Motif. Please refer to two other very interesting works in this volume of Schlageter and Wierse.
Notes on Numerical Fluid Mechanics (NNFM), 1996
In this paper we will give you a short introduction to a visualization program for three dimensio... more In this paper we will give you a short introduction to a visualization program for three dimensional flow data, generated by Navier Stokes solvers (W. Borchers(1992)). First, we will give you a short introduction to the problem. The 2nd section discusses one main problem for simulating flows: the lack of memory. After that we describe the used hardware and the features of our implemented tool for visualizing the flow (sections 3 and 4). At last we show some software details of transposing our software to Open GL/X and Motif. Please refer to two other very interesting works in this volume of Schlageter and Wierse.
Medical Imaging 2003: Visualization, Image-Guided Procedures, and Display, 2003
Visualizing high-resolution volumetric medical datasets is a challenging task. Current off-the-sh... more Visualizing high-resolution volumetric medical datasets is a challenging task. Current off-the-shelf graphics hardware supports interactive texture-based volume-rendering of volumetric datasets up to a resolution of 512 3 data points only. We present a method that allows us to visualize higher-resolution datasets, providing images similar to texture-based volume-rendering techniques at interactive frame-rates and full resolution. Our approach is based on an out-of-core point-based rendering approach. We pre-process the data by grouping points in the given dataset according to their value on disk and read them, when needed, from disk to immediately stream data to the rendering hardware. The high resolution of the dataset and the density of the data points allows us to use a pure point-based rendering approach. The density of points with equal or similar values within the dataset can be considered as being high enough to display regions and contours using points only. With our data-stream based approach we achieve interactive frame-rates for volumes even exceeding 512 3 resolution. Interactivity is not restricted to navigation through the dataset itself. It is also possible to change the values of interest to be displayed in real-time, enabling us to change display-parameters and thus looking for interesting and important features and contours interactively. For a human brain extracted from a 753x1050x910 colored dataset we achieved frame-rates of 20 frames/second and more, depending on the values selected. We describe a new way to interactively display high-resolution datasets without any loss of detail. By using points instead of textured volumes we reduce the amount of data to be transferred to the graphics hardware when compared to hardware-supported texture-based volume rendering. Using a data-organization optimized for reading from disk, we reduce the number of disk-seeks, and thus the overall update-time for a change of parameter-values.
Medical Imaging 2003: Visualization, Image-Guided Procedures, and Display, 2003
Visualizing high-resolution volumetric medical datasets is a challenging task. Current off-the-sh... more Visualizing high-resolution volumetric medical datasets is a challenging task. Current off-the-shelf graphics hardware supports interactive texture-based volume-rendering of volumetric datasets up to a resolution of 512 3 data points only. We present a method that allows us to visualize higher-resolution datasets, providing images similar to texture-based volume-rendering techniques at interactive frame-rates and full resolution. Our approach is based on an out-of-core point-based rendering approach. We pre-process the data by grouping points in the given dataset according to their value on disk and read them, when needed, from disk to immediately stream data to the rendering hardware. The high resolution of the dataset and the density of the data points allows us to use a pure point-based rendering approach. The density of points with equal or similar values within the dataset can be considered as being high enough to display regions and contours using points only. With our data-stream based approach we achieve interactive frame-rates for volumes even exceeding 512 3 resolution. Interactivity is not restricted to navigation through the dataset itself. It is also possible to change the values of interest to be displayed in real-time, enabling us to change display-parameters and thus looking for interesting and important features and contours interactively. For a human brain extracted from a 753x1050x910 colored dataset we achieved frame-rates of 20 frames/second and more, depending on the values selected. We describe a new way to interactively display high-resolution datasets without any loss of detail. By using points instead of textured volumes we reduce the amount of data to be transferred to the graphics hardware when compared to hardware-supported texture-based volume rendering. Using a data-organization optimized for reading from disk, we reduce the number of disk-seeks, and thus the overall update-time for a change of parameter-values.
Proceedings IEEE 2001 Symposium on Parallel and Large-Data Visualization and Graphics (Cat. No.01EX520)
Proceedings of the ACM symposium on Virtual reality software and technology - VRST '01, 2001
Real-time visualization of particle traces in virtual environments can aid in the exploration and... more Real-time visualization of particle traces in virtual environments can aid in the exploration and analysis of complex three dimensional vector fields. This paper introduces a scalable method suitable for the interactive visualization of large time-varying vector fields on commodity hardware. A real-time data streaming and visualization approach and its out-of-core scheme for the pre-processing and rendering of data are described. The presented approach yields low-latency application start-up times and small memory footprints. A proof of concept systems was implemented on a low-cost Linux workstation equipped with spatial tracking hardware, data gloves and shutter glasses. The system was used to implement a virtual wind tunnel in which a volumetric particle injector can introduce up to 60000 particles into the flow field while an interactive rendering performance of 60 frames per second is maintained.
We present an out-of-core, point-based approach for interactive rendering of very large volumetri... more We present an out-of-core, point-based approach for interactive rendering of very large volumetric datasets. Our approach is based on the assumption that the density of voxels with the same function-value in large discretized volumetric scalar fields is high enough to be used to render contour and volume approximations using points to represent the voxels. This approach allows us to visualize isovalue-structures in high-resolution datasets at full resolution and interactive frame rates. In a pre-processing step, we sort the voxels by functionvalue and store them in a file together with a look-up table for later interactive retrieval. The displayed voxelsets can then be changed in real time by determining their locations in the file and loading them into memory. As we store position, and not function-value, the volumetric dimension of a dataset to be handled by our approach is limited by three factors: the number of points that can be rendered to achieve a sufficient frame rate, the number of bits used to store the position data, and the maximum file-size supported by the operating system. Depending on the spatial distribution of the voxels among the function-values selected, the result is either one or multiple contours or "isoclouds".