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Dive into the research topics where Charles D. Hansen is active.

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Featured researches published by Charles D. Hansen.


IEEE Transactions on Visualization and Computer Graphics | 2002

Multidimensional transfer functions for interactive volume rendering

Joe Kniss; Gordon L. Kindlmann; Charles D. Hansen

Most direct volume renderings produced today employ 1D transfer functions which assign color and opacity to the volume based solely on the single scalar quantity which comprises the data set. Though they have not received widespread attention, multi-dimensional transfer functions are a very effective way to extract materials and their boundaries for both scalar and multivariate data. However, identifying good transfer functions is difficult enough in 1D, let alone 2D or 3D. This paper demonstrates an important class of 3D transfer functions for scalar data, and describes the application of multi-dimensional transfer functions to multivariate data. We present a set of direct manipulation widgets that make specifying such transfer functions intuitive and convenient. We also describe how to use modern graphics hardware to both interactively render with multidimensional transfer functions and to provide interactive shadows for volumes. The transfer functions, widgets and hardware combine to form a powerful system for interactive volume exploration.


ieee visualization | 1998

Interactive ray tracing for isosurface rendering

Steven G. Parker; Peter Shirley; Yarden Livnat; Charles D. Hansen; Peter-Pike J. Sloan

We show that it is feasible to perform interactive isosurfacing of very large rectilinear datasets with brute-force ray tracing on a conventional (distributed) shared-memory multiprocessor machine. Rather than generate geometry representing the isosurface and render with a z-buffer, for each pixel we trace a ray through a volume and do an analytic isosurface intersection computation. Although this method has a high intrinsic computational cost, its simplicity and scalability make it ideal for large datasets on current high-end systems. Incorporating simple optimizations, such as volume bricking and a shallow hierarchy, enables interactive rendering (i.e. 10 frames per second) of the 1 GByte full resolution Visible Woman dataset on an SGI Reality Monster. The graphics capabilities of the Reality Monster are used only for display of the final color image.


IEEE Computer Graphics and Applications | 1994

Parallel volume rendering using binary-swap compositing

Kwan-Liu Ma; James S. Painter; Charles D. Hansen; Michael F. Krogh

We describe a parallel volume-rendering algorithm, which consists of two parts: parallel ray tracing and parallel compositing. In the most recent implementation on Connection Machines CM-5 and networked workstations, the parallel volume renderer evenly distributes data to the computing resources available. Without the need to communicate with other processing units, each subvolume is ray traced locally and generates a partial image. The parallel compositing process then merges all resulting partial images in depth order to produce the complete image. The compositing algorithm is particularly effective for massively parallel processing, as it always uses all processing units by repeatedly subdividing the partial images and distributing them to the appropriate processing units. Test results on both the CM-5 and the workstations are promising. They do, however, expose different performance issues for each platform.<<ETX>>


Information Visualization | 2011

Visual comparison for information visualization

Michael Gleicher; Danielle Albers; Richard L. Walker; Ilir Jusufi; Charles D. Hansen; Jonathan C. Roberts

Data analysis often involves the comparison of complex objects. With the ever increasing amounts and complexity of data, the demand for systems to help with these comparisons is also growing. Increasingly, information visualization tools support such comparisons explicitly, beyond simply allowing a viewer to examine each object individually. In this paper, we argue that the design of information visualizations of complex objects can, and should, be studied in general, that is independently of what those objects are. As a first step in developing this general understanding of comparison, we propose a general taxonomy of visual designs for comparison that groups designs into three basic categories, which can be combined. To clarify the taxonomy and validate its completeness, we provide a survey of work in information visualization related to comparison. Although we find a great diversity of systems and approaches, we see that all designs are assembled from the building blocks of juxtaposition, superposition and explicit encodings. This initial exploration shows the power of our model, and suggests future challenges in developing a general understanding of comparative visualization and facilitating the development of more comparative visualization tools.


IEEE Transactions on Visualization and Computer Graphics | 2003

A model for volume lighting and modeling

Joe Kniss; Simon Premoze; Charles D. Hansen; Peter Shirley; Allen McPherson

Direct volume rendering is a commonly used technique in visualization applications. Many of these applications require sophisticated shading models to capture subtle lighting effects and characteristics of volumetric data and materials. For many volumes, homogeneous regions pose problems for typical gradient-based surface shading. Many common objects and natural phenomena exhibit visual quality that cannot be captured using simple lighting models or cannot be solved at interactive rates using more sophisticated methods. We present a simple yet effective interactive shading model which captures volumetric light attenuation effects that incorporates volumetric shadows, an approximation to phase functions, an approximation to forward scattering, and chromatic attenuation that provides the subtle appearance of translucency. We also present a technique for volume displacement or perturbation that allows realistic interactive modeling of high frequency detail for both real and synthetic volumetric data.


ieee visualization | 1996

Isosurfacing in span space with utmost efficiency (ISSUE)

Han-Wei Shen; Charles D. Hansen; Yarden Livnat; Christopher R. Johnson

We present efficient sequential and parallel algorithms for isosurface extraction. Based on the Span Space data representation, new data subdivision and searching methods are described. We also present a parallel implementation with an emphasis on load balancing. The performance of our sequential algorithm to locate the cell elements intersected by isosurfaces is faster than the Kd tree searching method originally used for the Span Space algorithm. The parallel algorithm can achieve high load balancing for massively parallel machines with distributed memory architectures.


international conference on pattern recognition | 1988

Rectification of images for binocular and trinocular stereovision

Nicholas Ayache; Charles D. Hansen

A technique is presented for calibrating and rectifying in a very efficient and simple manner pairs or triplets of images taken for binocular or trinocular stereovision systems. After the rectification of images, epipolar lines are parallel to the axes of the image coordinate frames. Therefore, potential matches between two or three images satisfy simpler relations, allowing for simpler and more efficient matching algorithms. Experimental results obtained with a binocular and a trinocular stereovision system are presented, and a complexity analysis is provided.<<ETX>>


symposium on volume visualization | 2000

Level-of-detail volume rendering via 3D textures

Kurt Zimmermann; Rüdiger Westermann; Thomas Ertl; Charles D. Hansen; Manfred Weiler

In this paper we present an adaptive approach to volume rendering via 3D textures at arbitrary levels of detail. The algorithm has been designed to enable interactive exploration of large-scale data sets while providing user-adjustable resolution levels. A texture map hierarchy is constructed in a way that minimizes the amount of texture memory with respect to the power-of-two restriction imposed by OpenGL implementations. In addition, our hierarchical level-of-detail representation guarantees consistent interpolation between different resolution levels. Special attention has been paid to the fixing of rendering artifacts that are introduced by non-corrected opacities at level transitions. By adapting the sample slice distance with regard to the desired level-of-detail, the number of texture lookups is reduced significantly.


interactive 3d graphics and games | 1999

Interactive ray tracing

Steven G. Parker; William Martin; Peter-Pike J. Sloan; Peter Shirley; Brian E. Smits; Charles D. Hansen

We examine a rendering system that interactively ray traces n image on a conventional multiprocessor. The implementation i s “brute force” in that it explicitly traces rays through every scree n pixel, yet pays careful attention to system resources for acceleratio n. The design of the system is described, along with issues related to ma erial models, lighting and shadows, and frameless rendering. The syst m is demonstrated for several different types of input scenes . CR Categories: I.3.0 [Computer Graphics]: General; I.3.6 [Computer Graphics]: Methodology and Techniques.


IEEE Transactions on Pattern Analysis and Machine Intelligence | 1989

CAGD-based computer vision

Charles D. Hansen; Thomas C. Henderson

The authors explore the connection between CAGD (computer-aided geometric design) and computer vision. A method for the automatic generation of recognition strategies based on the 3-D geometric properties of shape has been devised and implemented. It uses a novel technique to quantify the following properties of features which compose models used in computer vision: robustness, completeness, consistency, cost, and uniqueness. By utilizing this information, the automatic synthesis of a specialized recognition scheme, called a strategy tree, is accomplished. Strategy trees describe, in a systematic and robust manner, the search process used for recognition and localization of particular objects in the given scene. The consist of selected 3-D features which satisfy system constraints and corroborating evidence subtrees which are used in the formation of hypotheses. Verification techniques, used to substantiate or refute these hypotheses are explored. Experiments utilizing 3-D data are presented. >

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Kenneth I. Joy

University of California

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Hans Hagen

Kaiserslautern University of Technology

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Bernd Hamann

University of California

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