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Dive into the research topics where Joe Kniss is active.

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Featured researches published by Joe Kniss.


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 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.


ACM Transactions on Graphics | 2006

Glift: Generic, efficient, random-access GPU data structures

Aaron E. Lefohn; Shubhabrata Sengupta; Joe Kniss; Robert Strzodka; John D. Owens

This article presents Glift, an abstraction and generic template library for defining complex, random-access graphics processor (GPU) data structures. Like modern CPU data structure libraries, Glift enables GPU programmers to separate algorithms from data structure definitions; thereby greatly simplifying algorithmic development and enabling reusable and interchangeable data structures. We characterize a large body of previously published GPU data structures in terms of our abstraction and present several new GPU data structures. The structures, a stack, quadtree, and octree, are explained using simple Glift concepts and implemented using reusable Glift components. We also describe two applications of these structures not previously demonstrated on GPUs: adaptive shadow maps and octree three-dimensional paint. Last, we show that our example Glift data structures perform comparably to handwritten implementations while requiring only a fraction of the programming effort.


ieee visualization | 2002

Interactive translucent volume rendering and procedural modeling

Joe Kniss; Simon Premoze; Charles D. Hansen; David S. Ebert

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. 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 to produce volumetric shadows and 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 real and synthetic volumetric data.


ieee visualization | 2003

Interactive deformation and visualization of level set surfaces using graphics hardware

Aaron E. Lefohn; Joe Kniss; Charles D. Hansen; Ross T. Whitaker

Deformable 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 reliance on significant parameter tuning. This paper presents a solution to these challenges by describing graphics processor (GPU) based on 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 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.


ieee visualization | 2003

Gaussian transfer functions for multi-field volume visualization

Joe Kniss; Simon Premoze; Milan Ikits; Aaron E. Lefohn; Charles D. Hansen; Emil Praun

Volume rendering is a flexible technique for visualizing dense 3D volumetric datasets. A central element of volume rendering is the conversion between data values and observable quantities such as color and opacity. This process is usually realized through the use of transfer functions that are precomputed and stored in lookup tables. For multidimensional transfer functions applied to multivariate data, these lookup tables become prohibitively large. We propose the direct evaluation of a particular type of transfer functions based on a sum of Gaussians. Because of their simple form (in terms of number of parameters), these functions and their analytic integrals along line segments can be evaluated efficiently on current graphics hardware, obviating the need for precomputed lookup tables. We have adopted these transfer functions because they are well suited for classification based on a unique combination of multiple data values that localize features in the transfer function domain. We apply this technique to the visualization of several multivariate datasets (CT, cryosection) that are difficult to classify and render accurately at interactive rates using traditional approaches.


IEEE Computer Graphics and Applications | 2001

Interactive texture-based volume rendering for large data sets

Joe Kniss; Patrick S. McCormick; Allen McPherson; James P. Ahrens; James S. Painter; Alan Keahey; Charles D. Hansen

To employ direct volume rendering, TRex uses parallel graphics hardware, software-based compositing, and high-performance I/O to provide near-interactive display rates for time-varying, terabyte-sized data sets. We present a scalable, pipelined approach for rendering data sets too large for a single graphics card. To do so, we take advantage of multiple hardware rendering units and parallel software compositing. The goals of TRex, our system for interactive volume rendering of large data sets, are to provide near-interactive display rates for time-varying, terabyte-sized uniformly sampled data sets and provide a low-latency platform for volume visualization in immersive environments. We consider 5 frames per second (fps) to be near-interactive rates for normal viewing environments and immersive environments to have a lower bound frame rate of l0 fps. Using TRex for virtual reality environments requires low latency - around 50 ms per frame or 100 ms per view update or stereo pair. To achieve lower latency renderings, we either render smaller portions of the volume on more graphics pipes or subsample the volume to render fewer samples per frame by each graphics pipe. Unstructured data sets must be resampled to appropriately leverage the 3D texture volume rendering method.


international conference on computer graphics and interactive techniques | 2005

Dynamic adaptive shadow maps on graphics hardware

Aaron E. Lefohn; Shubhabrata Sengupta; Joe Kniss; Robert Strzodka; John D. Owens

Author(s): Lefohn, Aaron; Sengupta, Shubhabrata; Kniss, Joe M.; Strzodka, Robert; Owens, John D. | Abstract: We present a novel implementation of adaptive shadow maps (ASMs) that performs all shadow lookups and scene analysis on the GPU, enabling interactive rendering with ASMs while moving both the light and camera. Adaptive shadow maps offer a rigorous solution to projective and perspective shadow map aliasing while maintaining the simplicity of a purely image-based technique. The complexity of the ASM data structure, however, has prevented full GPU-based implementations until now. Our approach uses an entirely GPU-based data structure and a blend of graphics and GPU stream programming. We support shadow map effective resolutions up to 131,072 x 131,072 and, unlike previous implementations, provide smooth transitions between resolution levels by trilinearly filtering (mipmapping) the shadow lookups.


ieee vgtc conference on visualization | 2005

High quality rendering of compressed volume data formats

Nathaniel Fout; Hiroshi Akiba; Kwan-Liu Ma; Aaron E. Lefohn; Joe Kniss

Rendering directly from packed or compressed volume data formats using graphics hardware has advantages in terms of memory consumption and bandwidth, but results in lower-quality images due to the prohibitive cost of performing interpolation and gradient-based shading on the reconstructed data. The problem with the existing method lies in its close coupling of decompression and interpolation. We demonstrate that deferred filtering overcomes this problem by using a two-pass decompression and rendering strategy. With this method interpolation and gradient calculations are very efficient, allowing high quality rendering directly from packed or compressed volume data. We evaluate the cost of creating interpolated, gradient-shaded renderings using traditional on-the-fly decompression and deferred filtering, and show that deferred filtering can provide up to twenty times speed-up for high quality rendering.


international conference on computer graphics and interactive techniques | 2005

A streaming narrow-band algorithm: interactive computation and visualization of level sets

Aaron E. Lefohn; Joe Kniss; Charles D. Hansen; Ross T. Whitaker

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. We present 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 texture-based 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.

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Markus Hadwiger

King Abdullah University of Science and Technology

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John D. Owens

University of California

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