General information
Organization
- Lecturers:
- Th. Ertl, Stuttgart
G. Greiner, Erlangen - Guest lecturer:
- R. Westermann, München
- Tutor:
- Marco Winter, Erlangen
- Participants:
- ca. 14 students after pre-degree (”Vordiplom”)
branch of study may be computer science, math, computational engineering (CE)
Introduction
The research field of visual computing deals with all aspects of image acquisition, processing and analysis of image data and image synthesis based on available scene information. Here, the notion of an “image” describes a roomy area as it comprises volume data as well as animated (video) sequences. Furthermore, additional modalities, like ultrasound, infrared, x-ray, etc., are also considered.
The fields of computer graphics, computer vision and visualization form the center of visual computing. In this course, we deal with a variety of aspects related to these fields. Some of these related topics are:
- Images, color spaces, filtering, color tables, segmentation
Human perception of images as well as storage and processing using computers.
http://de.wikipedia.org/wiki/Farbenlehre
http://de.wikipedia.org/wiki/Kategorie:Farbsystem - Registration
Fusion of multiple datasets in a common reference system. This may also include multimodal data. - Scene reconstruction
Scene acquisition using 3-D capturing techniques and reconstruction of the (possibly dynamic) scene. - Image-based rendering
Depiction of scenes by using image data and extracted scene information.
http://en.wikipedia.org/wiki/Image-based_modeling_and_rendering - Modeling (Vertices, Triangles, Strips, Meshes, …)
Modeling of scenes using curves and surfaces as well as their visualization using basic techniques of computer graphics.
http://www.opengl.org - Transformation, viewing, lighting, raster graphics, fragment processing, shading & texturing
The well-known rendering pipeline. First, vertices are transformed and lit, afterwards the transformed triangles are rasterized into fragments and processed further.
http://de.wikipedia.org/wiki/Rendering-Pipeline - Graphics hardware & shader
Workflow and programming of modern graphics hardware.
http://developer.3dlabs.com/openGL2/index.htm - Visualization of datasets
How does (scientific) visualization work? How can data of different application fields be categorized? How can they be saved and processed?
http://en.wikipedia.org/wiki/Scientific_visualization
http://www.vis.uni-stuttgart.de/plain/vdl/vdl_show_lect_load.php?id=153 - Indirect volume visualization (isosurfaces, marching cubes, marching tetrahedron, …)
Algorithms for visualizing volume data (e.g. from CT or ultrasound) using indirect methods which extract specific data from volumes.
http://www.vis.uni-stuttgart.de/plain/vdl/vdl_show_lect_load.php?id=153
http://en.wikipedia.org/wiki/Marching_cubes - Direct volume visualization
In contrast to indirect visualization, here data is visualized immediately using 3-D texture hardware.
http://en.wikipedia.org/wiki/Volume_rendering - Toolkits for visualization
What tools and frameworks can be used to do scientific visualization? How can these be used reasonable and efficiently?
http://www.coin3d.org
http://www.vtk.org - Terrain Rendering
Efficient as well as realistic visualization of surface information.
http://www.vterrain.org - Fluid visualization
This means the processing of vector fields for analysis. This includes visualization methods like stream lines, glyphs or LIC, as well as preprocessing the data, e.g. for detection of turbulences.
http://www.informatik.uni-leipzig.de/bsv/Forschung/Stroemungsdynamik
http://www.vis.uni-stuttgart.de/texflowvis - Virtual Reality
The generation of virtual reality involves interactive and realistic visualization of the environment as well as interaction interfaces with the user.
http://vroot.org
http://en.wikipedia.org/wiki/Virtual_reality
Course topics (preliminary)
- Dynamic Geometry Registration (website)
- Toolkit comparison: VTK (website) / Coin3D (website)
- Topic: Surface lightfields (website1, website2)
- GrabCut (website)
- A Transparently Scalable Visualization Architecture for Exploring the Universe (website)
- Photometric Stereo via Computer Screen Lighting for Real-Time Surface Reconstruction (paper)
- Sketch-based Modeling with Few Strokes (website)
- Texture Synthesis (website)
- Discrete Willmore Flow (paper)
- Non-Rigid Registration Under Isometric Deformations (paper)
- ABF++ : Fast and Robust Angle Based Flattening (website)
- General purpose programming of GPUs: CUDA / CTM / AMD Stream (website1, website2, website3)
- Interactive Multires Volume Rendering of Large Data Sets
- Particle-based fluid simulation (with focus on rendering techniques)
- Interactive Visual Exploration of 3D vector fields
- Physics-based meshing