C. Hansen

University of Utah, Salt Lake City, UT, USA

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Publications (13)9.53 Total impact

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    Conference Proceeding: Physically-based interactive schlieren flow visualization
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    ABSTRACT: Understanding fluid flow is a difficult problem and of increasing importance as computational fluid dynamics produces an abundance of simulation data. Experimental flow analysis has employed techniques such as shadowgraph and schlieren imaging for centuries which allow empirical observation of inhomogeneous flows. Shadowgraphs provide an intuitive way of looking at small changes in flow dynamics through caustic effects while schlieren cutoffs introduce an intensity gradation for observing large scale directional changes in the flow. The combination of these shading effects provides an informative global analysis of overall fluid flow. Computational solutions for these methods have proven too complex until recently due to the fundamental physical interaction of light refracting through the flow field. In this paper, we introduce a novel method to simulate the refraction of light to generate synthetic shadowgraphs and schlieren images of time-varying scalar fields derived from computational fluid dynamics (CFD) data. Our method computes physically accurate schlieren and shadowgraph images at interactive rates by utilizing a combination of GPGPU programming, acceleration methods, and data-dependent probabilistic schlieren cutoffs. Results comparing this method to previous schlieren approximations are presented.
    Pacific Visualization Symposium (PacificVis), 2010 IEEE; 04/2010
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    Conference Proceeding: Statistically quantitative volume visualization
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    ABSTRACT: Visualization users are increasingly in need of techniques for assessing quantitative uncertainty and error in the images produced. Statistical segmentation algorithms compute these quantitative results, yet volume rendering tools typically produce only qualitative imagery via transfer function-based classification. This paper presents a visualization technique that allows users to interactively explore the uncertainty, risk, and probabilistic decision of surface boundaries. Our approach makes it possible to directly visualize the combined "fuzzy" classification results from multiple segmentations by combining these data into a unified probabilistic data space. We represent this unified space, the combination of scalar volumes from numerous segmentations, using a novel graph-based dimensionality reduction scheme. The scheme both dramatically reduces the dataset size and is suitable for efficient, high quality, quantitative visualization. Lastly, we show that the statistical risk arising from overlapping segmentations is a robust measure for visualizing features and assigning optical properties.
    Visualization, 2005. VIS 05. IEEE; 11/2005
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    Conference Proceeding: Visualization of intricate flow structures for vortex breakdown analysis
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    ABSTRACT: Vortex breakdowns and flow recirculation are essential phenomena in aeronautics where they appear as a limiting factor in the design of modern aircrafts. Because of the inherent intricacy of these features, standard flow visualization techniques typically yield cluttered depictions. The paper addresses the challenges raised by the visual exploration and validation of two CFD simulations involving vortex breakdown. To permit accurate and insightful visualization we propose a new approach that unfolds the geometry of the breakdown region by letting a plane travel through the structure along a curve. We track the continuous evolution of the associated projected vector field using the theoretical framework of parametric topology. To improve the understanding of the spatial relationship between the resulting curves and lines we use direct volume rendering and multidimensional transfer functions for the display of flow-derived scalar quantities. This enriches the visualization and provides an intuitive context for the extracted topological information. Our results offer clear, synthetic depictions that permit new insight into the structural properties of vortex breakdowns.
    Visualization, 2004. IEEE; 11/2004
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    Conference Proceeding: Interactive caustics using local precomputed irradiance
    C. Wyman, C. Hansen, P. Shirley
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    ABSTRACT: Bright patterns of light focused via reflective or refractive objects onto matte surfaces are called "caustics". We present a method for rendering dynamic scenes with moving caustics at interactive rates. This technique requires some simplifying assumptions about caustic behavior allowing us to consider it a local spatial property which we sample in a preprocessing stage. Storing the caustic locally limits caustic rendering to a simple lookup. We examine a number of ways to represent this data, allowing us to trade between accuracy, storage, run time, and precomputation time.
    Computer Graphics and Applications, 2004. PG 2004. Proceedings. 12th Pacific Conference on; 11/2004
  • Conference Proceeding: Gaussian transfer functions for multi-field volume visualization
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    ABSTRACT: 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.
    Visualization, 2003. VIS 2003. IEEE; 11/2003
  • Article: A model for volume lighting and modeling
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    ABSTRACT: 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 Transactions on Visualization and Computer Graphics 05/2003; 9(2):150- 162. · 2.21 Impact Factor
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    Conference Proceeding: Interactive translucent volume rendering and procedural modeling
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    ABSTRACT: 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.
    Visualization, 2002. VIS 2002. IEEE; 12/2002
  • Article: Multidimensional transfer functions for interactive volume rendering
    J. Kniss, G. Kindlmann, C. Hansen
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    ABSTRACT: 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 08/2002; 8(3):270- 285. · 2.21 Impact Factor
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    Article: Interactive texture-based volume rendering for large data sets
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    ABSTRACT: 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
    IEEE Computer Graphics and Applications 08/2001; 21(4):52-61. · 1.41 Impact Factor
  • Article: Interactive simulation and visualization
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    ABSTRACT: Most researchers who perform data analysis and visualization do so only after everything else is finished, which often means that they don't discover errors invalidating the results of their simulation until post-processing. A better approach would be to improve the integration of simulation and visualization into the entire process so that they can make adjustments along the way. This approach, called computational steering, is the capacity to control all aspects of the computational science pipeline. Recently, several tools and environments for computational steering have begun to emerge. These tools range from those that modify an application's performance characteristics (either by automated means or by user interaction) to those that modify the underlying computational application. A refined problem-solving environment should facilitate everything from algorithm development to application steering. The authors discuss some tools that provide a mechanism to integrate modeling, simulation, data analysis and visualization
    Computer 01/2000; · 1.47 Impact Factor
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    Article: Interactive ray tracing for volume visualization
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    ABSTRACT: Presents a brute-force ray-tracing system for interactive volume visualization. The system runs on a conventional (distributed) shared-memory multiprocessor machine. For each pixel, we trace a ray through a volume to compute the color for that pixel. Although this method has a high intrinsic computational cost, its simplicity and scalability make it ideal for large data sets on current high-end parallel systems. To gain efficiency, several optimizations are used, including a volume bricking scheme and a shallow data hierarchy. These optimizations are used in three separate visualization algorithms: isosurfacing of rectilinear data, isosurfacing of unstructured data, and maximum-intensity projection on rectilinear data. The system runs interactively (i.e. at several frames per second) on an SGI Reality Monster. The graphics capabilities of the Reality Monster are used only for display of the final color image
    IEEE Transactions on Visualization and Computer Graphics 08/1999; · 2.21 Impact Factor
  • Conference Proceeding: Interactive ray tracing for isosurface rendering
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    ABSTRACT: 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.
    Visualization '98. Proceedings; 11/1998
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    Conference Proceeding: View dependent isosurface extraction
    Y. Livnat, C. Hansen
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    ABSTRACT: We propose a new approach to polygonal isosurface extraction that is based on extracting only the visible portion of the isosurface. The visibility tests are done in two phases. First, coarse visibility tests are performed in software to determine the visible cells. These tests are based on hierarchical tiles and shear-warp factorization. The second phase resolves the visible portions of the extracted triangles and is accomplished by the graphics hardware. While the latest isosurface extraction methods have effectively eliminated the search phase bottleneck, the cost of constructing and rendering the isosurface remains high. Many of today's large datasets contain very large and complex isosurfaces that can easily overwhelm even state-of-the-art graphics hardware. The proposed approach is output sensitive and is thus well suited for remote visualization applications where the extraction and rendering phases are done on a separate machines.
    Visualization '98. Proceedings; 11/1998