7259311
Image-Based Rendering of Surfaces from Volume Data
We present an image-based rendering technique to accelerate rendering of surfaces from volume data. We cache the fully volume rendered image (called keyview) and use it to generate novel views without ray-casting every pixel. This is achieved by first constructing an underlying surface model of the volume and then texture mapping the keyview onto the geometry.When the novel view moves slightly away from the keyview, most of the original visible regions in the keyview are still visible in the novel view. Therefore, we only need to cast rays for pixels in the newly visible regions, which usually occupy only a small portion of the whole image, resulting in a substantial speedup. We have applied our technique to a virtual colonoscopy system and have obtained an interactive navigation speed through a 5123 size patient colon. Our experiments demonstrate an average of an order of magnitude speedup over that of traditional volume rendering, compromising very little on image quality.
10605643
3D Volume Rotation Using Shear Transformations
We present a group of methods for decomposing an arbitrary 3D volume rotation into a sequence of simple shear (i.e., regular shift) operations. We explore different types of shear operations: 2Dbeam shear, a shear in one coordinate based on the other two coordinates; 2Dslice shear, a shear of a volume slice (in two coordinates) according to the third coordinate; and 2Dslice?beam shear, the combination of a beam shear and a slice shear. We show that an arbitrary 3D rotation can be decomposed into four 2D beam shears. We use this decomposition as a basis to obtain the sequence of 3D rotation decomposition into four 2D slice shears or three 2D slice?beam shears. Moreover, we observe that two consecutive slice shears can be achieved by shifting beams in 3D space, a transformation we call a 3D beam shear. Therefore, an arbitrary 3D rotation can be decomposed into only two 3D beam shears. Because of the regularity and simplicity of the shear operation, these decompositions are suitable for implementations on a multipipelined hardware or a massively parallel machine. In addition, we present a resampling scheme in which only a single-pass resampling is required for performing multiple-pass shears to achieve the 3D volume rotation.
2315502
SMARTPAPER: An Interactive and User Friendly Sketching System
This paper describes an interactive sketching system for 3D design/modeling that diverts from the conventional menu-and-button interfaces of CAD tools. The system, dubbed SMARTPAPER, offers a unified sketching environment that supports direct sketching as well as gestured sketching with more emphasis on the former to encourage natural sketching styles. SMARTPAPER also provides a unified 2D and 3D drawing domain by allowing the user to sketch directly on a 3D model in addition to the usual 2D sketching from scratch. A natural sketching experience is offered by supporting casual sketching consisting of wiggly, discontinuous, overlapping strokes. The system is empowered by an array of seamlessly integrated 2D and 3D features such as 2D sketch cleaning, 3D reconstruction from 2D sketch, 3D transformations, sketching on 3D, and conventional 3D CSG operations like cutting and joining. The key to the success of SMARTPAPER is efficient and robust 3D reconstruction from a single freehand 2D sketch with minimal hints. We have employed and improved Lipson’s optimization method, originally designed for offline reconstruction of engineering drawings, in our interactive system by leveraging additional clues obtained by interaction during sketching.
1693128
LOD-sprite technique for accelerated terrain rendering
We present a novel rendering technique, termed LOD-sprite rendering, which uses a combination of a level-of-detail (LOD) representation of the scene together with reusing image sprites (previously rendered images). Our primary application is accelerating terrain rendering. The LOD-sprite technique renders an initial frame using a high-resolution model of the scene geometry. It renders subsequent frames with a much lower-resolution model of the scene geometry and texture-maps each polygon with the image sprite from the initial high-resolution frame. As it renders these subsequent frames, the technique measures the error associated with the divergence of the view position from the position where the initial frame was rendered. Once this error exceeds a user-defined threshold, the technique re-renders the scene from the high-resolution model. We have efficiently implemented the LOD-sprite technique with texture mapping graphics hardware. Although to date we have only applied LOD-sprite to terrain rendering, it could easily be extended to other applications. We feel LOD-sprite holds particular promise for real time rendering systems.
6121331
POP: a hybrid point and polygon rendering system for large data
We introduce a simple but effective extension to the existing pure point rendering systems. Rather than using only points, we use both points and polygons to represent and render large mesh models. We start from triangles as leaf nodes and build up a hierarchical tree structure with intermediate nodes as points. During the rendering, the system determines whether to use a point (of a certain intermediate level node) or a triangle (of a leaf node) for display depending on the screen contribution of each node. While points are used to speedup the rendering of distant objects, triangles are used to ensure the quality of close objects. Our method can accelerate the rendering of large models, compromising little in image quality.
10957724
Footprint area sampled texturing
We study texture projection based on a four region subdivision: magnification, minification, and two mixed regions. We propose improved versions of existing techniques by providing exact filtering methods which reduce both aliasing and overblurring, especially in the mixed regions. We further present a novel texture mapping algorithm called FAST (footprint area sampled texturing), which not only delivers high quality, but also is efficient. By utilizing coherence between neighboring pixels, performing prefiltering, and applying an area sampling scheme, we guarantee a minimum number of samples sufficient for effective antialiasing. Unlike existing methods (e.g., MlP-map, Feline), our method adapts the sampling rate in each chosen MlP-map level separately to avoid undersampling in the lower level l for effective antialiasing and to avoid oversampling in the higher level l+1 for efficiency. Our method has been shown to deliver superior image quality to Feline and other methods while retaining the same efficiency. We also provide implementation trade offs to apply a variable degree of accuracy versus speed.
1586078
Dual photography
We present a novel photographic technique called dual photography, which exploits Helmholtz reciprocity to interchange the lights and cameras in a scene. With a video projector providing structured illumination, reciprocity permits us to generate pictures from the viewpoint of the projector, even though no camera was present at that location. The technique is completely image-based, requiring no knowledge of scene geometry or surface properties, and by its nature automatically includes all transport paths, including shadows, inter-reflections and caustics. In its simplest form, the technique can be used to take photographs without a camera; we demonstrate this by capturing a photograph using a projector and a photo-resistor. If the photo-resistor is replaced by a camera, we can produce a 4D dataset that allows for relighting with 2D incident illumination. Using an array of cameras we can produce a 6D slice of the 8D reflectance field that allows for relighting with arbitrary light fields. Since an array of cameras can operate in parallel without interference, whereas an array of light sources cannot, dual photography is fundamentally a more efficient way to capture such a 6D dataset than a system based on multiple projectors and one camera. As an example, we show how dual photography can be used to capture and relight scenes.
16166391
Linear k-arboricities on trees
Abstract For a fixed positive integer k, the linear k-arboricity lak(G) of a graph G is the minimum number l such that the edge set E(G) can be partitioned into l disjoint sets and that each induces a subgraph whose components are paths of lengths at most k. This paper studies linear k-arboricity from an algorithmic point of view. In particular, we present a linear-time algorithm to determine whether a tree T has lak(T)⩽m.
9470216
Quantization index modulation: A class of provably good methods for digital watermarking and information embedding
We consider the problem of embedding one signal (e.g., a digital watermark), within another "host" signal to form a third, "composite" signal. The embedding is designed to achieve efficient tradeoffs among the three conflicting goals of maximizing the information-embedding rate, minimizing the distortion between the host signal and composite signal, and maximizing the robustness of the embedding. We introduce new classes of embedding methods, termed quantization index modulation (QIM) and distortion-compensated QIM (DC-QIM), and develop convenient realizations in the form of what we refer to as dither modulation. Using deterministic models to evaluate digital watermarking methods, we show that QIM is "provably good" against arbitrary bounded and fully informed attacks, which arise in several copyright applications, and in particular it achieves provably better rate distortion-robustness tradeoffs than currently popular spread-spectrum and low-bit(s) modulation methods. Furthermore, we show that for some important classes of probabilistic models, DC-QIM is optimal (capacity-achieving) and regular QIM is near-optimal. These include both additive white Gaussian noise (AWGN) channels, which may be good models for hybrid transmission applications such as digital audio broadcasting, and mean-square-error-constrained attack channels that model private-key watermarking applications.
42366271
A Note on the m-Bounded Chromatic Number of a Tree
Abstract The m-bounded chromatic number of a graph G is the smallest number of colors required for a proper coloring of G in which each color is used at most m times. We will establish an exact formula for the m -bounded chromatic number of a tree.
11577696
A maximum-entropy chinese parser augmented by transformation-based learning
Parsing, the task of identifying syntactic components, e.g., noun and verb phrases, in a sentence, is one of the fundamental tasks in natural language processing. Many natural language applications such as spoken-language understanding, machine translation, and information extraction, would benefit from, or even require, high accuracy parsing as a preprocessing step.
 Even though most state-of-the-art statistical parsers were initially constructed for parsing in English, most of them are not language-specific, in that they do not rely on properties of the language that are specific to English. Therefore, construction of a parser in a given language becomes a matter of retraining the statistical parameters with a Treebank in the corresponding language.
 The development of the Chinese treebank [Xia et al. 2000] spurred the construction of parsers for Chinese. However, Chinese as a language poses some unique problems for the development of a statistical parser, the most apparent being word segmentation. Since words in written Chinese are not delimited in the same way as in Western languages, the first problem that needs to be solved before an existing statistical method can be applied to Chinese is to identify the word boundaries. This is a step that is neglected by most pre-existing Chinese parsers, which assume that the input data has already been pre-segmented.
 This article describes a character-based statistical parser, which gives the best performance to-date on the Chinese treebank data. We augment an existing maximum entropy parser with transformation-based learning, creating a parser that can operate at the character level. We present experiments that show that our parser achieves results that are close to those achievable under perfect word segmentation conditions.