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Dive into the research topics where Dirk Bartz is active.

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Featured researches published by Dirk Bartz.


international conference on computer graphics and interactive techniques | 1997

Virtual voyage: interactive navigation in the human colon

Lichan Hong; Shigeru Muraki; Arie E. Kaufman; Dirk Bartz; Taosong He

Virtual colonoscopy is a non-invasive computerized medical procedure for examining the entire colon to detect polyps. We present an interactive virtual colonoscopy method, which uses a physicallybased camera control model and a hardware-assisted visibility algorithm. By employing a potential field and rigid body dynamics, our camera control supplies a convenient and intuitive mechanism for examining the colonic surface while avoiding collisions. Our Zbuffer-assisted visibility algorithm culls invisible regions based on their visibility through a chain of portals, thus providing interactive rendering speed. We demonstrate our method with experimental results on a plastic pipe phantom, the Visible Human, and several patients. CR Categories: I.3.3 [Picture/Image Generation]: Display Algorithms; I.3.5 [Computational Geometry and Object Modeling]: Physically Based Modeling; I.3.6 [Methodologies and Techniques]: Interaction Techniques; I.3.7 [Three-Dimensional Graphics and Realism]: Hidden Line/Surface Removal; I.3.8 [Applications];


symposium on volume visualization | 2000

A practical evaluation of popular volume rendering algorithms

Jian Huang; Klaus Mueller; Roger Crawfis; Dirk Bartz; Michael Meissner

This paper evaluates and compares four volume rendering algorithms that have become rather popular for rendering datasets described on uniform rectilinear grids: raycasting, splatting, shear-warp, and hardware-assisted 3D texture-mapping. In order to assess both the strengths and the weaknesses of these algorithms in a wide variety of scenarios, a set of real-life benchmark datasets with different characteristics was carefully selected. In the rendering, all algorithm-independent image synthesis parameters, such as viewing matrix, transfer functions, and optical model, were kept constant to enable a fair comparison of the rendering results. Both image quality and computational complexity were evaluated and compared, with the aim of providing both researchers and practitioners with guidelines on which algorithm is most suited in which scenario. Our analysis also indicates the current weakness in each algorithms pipeline, and possible solutions to these as well as pointers for future research are offered.


Computers & Graphics | 1999

OpenGL-assisted occlusion culling for large polygonal models

Dirk Bartz; Michael Meißner; Tobias Hüttner

Abstract We present an OpenGL-assisted visibility culling algorithm to improve the rendering performance of large polygonal models. Using a combination of hierarchical model-space partitioning, OpenGL-assisted view-frustum culling, and OpenGL-assisted occlusion culling, we achieve a significantly better performance on general polygonal models than previous approaches. In contrast to these approaches, we only exploit common OpenGL features and therefore, our algorithm is also well suited for low-end OpenGL graphics hardware. Furthermore, we propose a small addition to the OpenGL rendering pipeline to enhance the framebuffers ability for faster and more detailed occlusion queries.


ieee visualization | 2003

Hybrid segmentation and exploration of the human lungs

Dirk Bartz; Dirk Mayer; Jan Fischer; Sebastian Ley; A. del Rio; Steffi Thust; Claus Peter Heussel; H.-U. Kauczor; Wolfgang Strasser

Segmentation of the tracheo-bronchial tree of the lungs is notoriously difficult. This is due to the fact that the small size of some of the anatomical structures is subject to partial volume effects. Furthermore, the limited intensity contrast between the participating materials (air, blood, and tissue) increases the segmentation of difficulties. In this paper, we propose a hybrid segmentation method which is based on a pipeline of three segmentation stages to extract the lower airways down to the seventh generation of the bronchi. User interaction is limited to the specification of a seed point inside the easily detectable trachea at the upper end of the lower airways. Similarly, the complementary vascular tree of the lungs can be segmented. Furthermore, we modified our virtual endoscopy system to visualize the vascular and airway system of the lungs along with other features, such as lung tumors.


Computer Graphics Forum | 2005

Virtual Endoscopy in Research and Clinical Practice

Dirk Bartz

Virtual endoscopy is among the most active topics in virtual medicine and medical imaging. It focuses on the virtual representation of minimally invasive procedures for training, planning and diagnosis without an actual invasive intervention. In the past few years, virtual endoscopy modes have been transferred from research systems in virtually every commercial medical imaging software, but with varying quality and flexibility. This report covers concepts used in current systems in research and products, and how they might be applied to daily practice in health care. Specifically, I will start with an introduction into virtual endoscopy and the related medical field. This will also include typical scenarios of virtual endoscopy applications as they appear in clinical practice. This part will be followed by a discussion of the technical issues of virtual endoscopy and how they are addressed in currently available systems. Among these issues are navigation through the respective body organ and the orientation aids for the users. In addition, I will highlight the different rendering techniques used and its impact on rendering speed and quality.


international conference on computer graphics and interactive techniques | 1998

Extending graphics hardware for occlusion queries in OpenGL

Dirk Bartz; Michael Meißner; Tobias Hüttner

For interactive rendering of large polygonal objects, fast visibility queries are necessary to quickly decide whether polygonal objects are visible and need to be rendered. None of the numerous published algorithms provide visibility performance for interactive rendering of large models. In this paper, we propose an OpenGL extension for fast occlusion queries. Added after the depth test stage of the OpenGL rendering pipeline, our algorithm provides fast queries to establish the occlusion of polygonal objects. Furthermore, hardware aspects of this proposal are discussed and possible implementations on two different graphics architectures are presented.


Archive | 1999

VIVENDI - A Virtual Ventricle Endoscopy System for Virtual Medicine

Dirk Bartz; Martin Skalej

Virtual Medicine is an emerging and challenging field in Computer Graphics. Numerous visualization methods are used to model and render data of different modalities.


eurographics | 2004

Medical augmented reality based on commercial image guided surgery

Jan Fischer; Markus Neff; Dirk Freudenstein; Dirk Bartz

Utilizing augmented reality for applications in medicine has been a topic of intense research for several years. A number of challenging tasks need to be addressed when designing a medical AR system. These include the import and management of medical datasets and preoperatively created planning data, the registration of the patient with respect to a global coordinate system, and accurate tracking of the camera used in the AR setup as well as the respective surgical instruments. Most research systems rely on specialized hardware or algorithms for realizing augmented reality in medicine. Such base technologies can be expensive or very time-consuming to implement. In this paper, we propose an alternative approach of building a surgical AR system by harnessing existing, commercially available equipment for image guided surgery (IGS). We describe the prototype of an augmented reality application, which receives all necessary information from a device for intraoperative navigation.


IEEE Transactions on Visualization and Computer Graphics | 2010

Illustrative Stream Surfaces

Silvia Born; Alexander Wiebel; Jan Friedrich; Gerik Scheuermann; Dirk Bartz

Stream surfaces are an intuitive approach to represent 3D vector fields. In many cases, however, they are challenging objects to visualize and to understand, due to a high degree of self-occlusion. Despite the need for adequate rendering methods, little work has been done so far in this important research area. In this paper, we present an illustrative rendering strategy for stream surfaces. In our approach, we apply various rendering techniques, which are inspired by the traditional flow illustrations drawn by Dallmann and Abraham & Shaw in the early 1980s. Among these techniques are contour lines and halftoning to show the overall surface shape. Flow direction as well as singularities on the stream surface are depicted by illustrative surface streamlines. ;To go beyond reproducing static text book images, we provide several interaction features, such as movable cuts and slabs allowing an interactive exploration of the flow and insights into subjacent structures, e.g., the inner windings of vortex breakdown bubbles. These methods take only the parameterized stream surface as input, require no further preprocessing, and can be freely combined by the user. We explain the design, GPU-implementation, and combination of the different illustrative rendering and interaction methods and demonstrate the potential of our approach by applying it to stream surfaces from various flow simulations.


virtual reality software and technology | 2004

Occlusion handling for medical augmented reality using a volumetric phantom model

Jan Fischer; Dirk Bartz; Wolfgang Straßer

The support of surgical interventions has long been in the focus of application-oriented augmented reality research. Modern methods of surgery, like minimally-invasive procedures, can benefit from the additional information visualization provided by augmented reality. The usability of medical augmented reality depends on a rendering scheme for virtual objects designed to generate easily and quickly understandable augmented views. One important factor for providing such an accessible reality augmentation is the correct handling of the occlusion of virtual objects by real scene elements. The usually large volumetric datasets used in medicine are ill-suited for use as phantom models for static occlusion handling. We present a simple and fast preprocessing pipeline for medical volume datasets which extracts their visual hull volume. The resulting, significantly simplified visual hull iso-surface is used for real-time static occlusion handling in our AR system, which is based on off-the-shelf medical equipment.

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Jan Fischer

University of Tübingen

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Bernhard Preim

Otto-von-Guericke University Magdeburg

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Zein Salah

University of Tübingen

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Martin Skalej

Otto-von-Guericke University Magdeburg

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J. Hoffmann

University of Tübingen

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