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Rendering (computer graphics)

About: Rendering (computer graphics) is a research topic. Over the lifetime, 41389 publications have been published within this topic receiving 776535 citations. The topic is also known as: image synthesis.


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Journal ArticleDOI
TL;DR: nnU-Net as mentioned in this paper is a deep learning-based segmentation method that automatically configures itself, including preprocessing, network architecture, training and post-processing for any new task.
Abstract: Biomedical imaging is a driver of scientific discovery and a core component of medical care and is being stimulated by the field of deep learning. While semantic segmentation algorithms enable image analysis and quantification in many applications, the design of respective specialized solutions is non-trivial and highly dependent on dataset properties and hardware conditions. We developed nnU-Net, a deep learning-based segmentation method that automatically configures itself, including preprocessing, network architecture, training and post-processing for any new task. The key design choices in this process are modeled as a set of fixed parameters, interdependent rules and empirical decisions. Without manual intervention, nnU-Net surpasses most existing approaches, including highly specialized solutions on 23 public datasets used in international biomedical segmentation competitions. We make nnU-Net publicly available as an out-of-the-box tool, rendering state-of-the-art segmentation accessible to a broad audience by requiring neither expert knowledge nor computing resources beyond standard network training.

2,040 citations

Journal ArticleDOI
TL;DR: An automatic algorithm to detect basic shapes in unorganized point clouds based on random sampling and detects planes, spheres, cylinders, cones and tori, and obtains a representation solely consisting of shape proxies.
Abstract: In this paper we present an automatic algorithm to detect basic shapes in unorganized point clouds. The algorithm decomposes the point cloud into a concise, hybrid structure of inherent shapes and a set of remaining points. Each detected shape serves as a proxy for a set of corresponding points. Our method is based on random sampling and detects planes, spheres, cylinders, cones and tori. For models with surfaces composed of these basic shapes only, for example, CAD models, we automatically obtain a representation solely consisting of shape proxies. We demonstrate that the algorithm is robust even in the presence of many outliers and a high degree of noise. The proposed method scales well with respect to the size of the input point cloud and the number and size of the shapes within the data. Even point sets with several millions of samples are robustly decomposed within less than a minute. Moreover, the algorithm is conceptually simple and easy to implement. Application areas include measurement of physical parameters, scan registration, surface compression, hybrid rendering, shape classification, meshing, simplification, approximation and reverse engineering.

1,800 citations

Proceedings ArticleDOI
01 Jul 1992
TL;DR: An application independent algorithm that uses local operations on geometry and topology to reduce the number of triangles in a triangle mesh and results from two different geometric modeling applications illustrate the strengths of the algorithm.
Abstract: The polygon remains a popular graphics primitive for computer graphics application. Besides having a simple representation, computer rendering of polygons is widely supported by commercial graphics hardware and software. However, because the polygon is linear, often thousands or millions of primitives are required to capture the details of complex geometry. Models of this size are generally not practical since rendering speeds and memory requirements are proportional to the number of polygons. Consequently applications that generate large polygonal meshes often use domain-specific knowledge to reduce model size. There remain algorithms, however, where domainspecific reduction techniques are not generally available or appropriate. One algorithm that generates many polygons is marching cubes. Marching cubes is a brute force surface construction algorithm that extracts isodensity surfaces from volume data, producing from one to five triangles within voxels that contain the surface. Although originally developed for medical applications, marching cubes has found more frequent use in scientific visualization where the size of the volume data sets are much smaller than those found in medical applications. A large computational fluid dynamics volume could have a finite difference grid size of order 100 by 100 by 100, while a typical medical computed tomography or magnetic resonance scanner produces over 100 slices at a resolution of 256 by 256 or 512 by 512 pixels each. Industrial computed tomography, used for inspection and analysis, has even greater resolution, varying from 512 by 512 to 1024 by 1024 pixels. For these sampled data sets, isosurface extraction using marching cubes can produce from 500k to 2,000k triangles. Even today’s graphics workstations have trouble storing and rendering models of this size. Other sampling devices can produce large polygonal models: range cameras, digital elevation data, and satellite data. The sampling resolution of these devices is also improving, resulting in model sizes that rival those obtained from medical scanners. This paper describes an application independent algorithm that uses local operations on geometry and topology to reduce the number of triangles in a triangle mesh. Although our implementation is for the triangle mesh, it can be directly applied to the more general polygon mesh. After describing other work related to model creation from sampled data, we describe the triangle decimation process and its implementation. Results from two different geometric modeling applications illustrate the strengths of the algorithm.

1,790 citations

Journal ArticleDOI
TL;DR: OsiriX was designed for display and interpretation of large sets of multidimensional and multimodality images such as combined PET-CT studies and ensures that all new developments in image processing that could emerge from other academic institutions using these libraries can be directly ported to the OsiriX program.
Abstract: A multidimensional image navigation and display software was designed for display and interpretation of large sets of multidimensional and multimodality images such as combined PET-CT studies. The software is developed in Objective-C on a Macintosh platform under the MacOS X operating system using the GNUstep development environment. It also benefits from the extremely fast and optimized 3D graphic capabilities of the OpenGL graphic standard widely used for computer games optimized for taking advantage of any hardware graphic accelerator boards available. In the design of the software special attention was given to adapt the user interface to the specific and complex tasks of navigating through large sets of image data. An interactive jog-wheel device widely used in the video and movie industry was implemented to allow users to navigate in the different dimensions of an image set much faster than with a traditional mouse or on-screen cursors and sliders. The program can easily be adapted for very specific tasks that require a limited number of functions, by adding and removing tools from the program’s toolbar and avoiding an overwhelming number of unnecessary tools and functions. The processing and image rendering tools of the software are based on the open-source libraries ITK and VTK. This ensures that all new developments in image processing that could emerge from other academic institutions using these libraries can be directly ported to the OsiriX program. OsiriX is provided free of charge under the GNU open-source licensing agreement at http://homepage.mac.com/rossetantoine/osirix.

1,741 citations

Journal ArticleDOI
01 Jun 1988
TL;DR: A technique for rendering images of volumes containing mixtures of materials is presented, which allows both the interior of a material and the boundary between materials to be colored.
Abstract: A technique for rendering images of volumes containing mixtures of materials is presented. The shading model allows both the interior of a material and the boundary between materials to be colored. Image projection is performed by simulating the absorption of light along the ray path to the eye. The algorithms used are designed to avoid artifacts caused by aliasing and quantization and can be efficiently implemented on an image computer. Images from a variety of applications are shown.

1,702 citations


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Performance
Metrics
No. of papers in the topic in previous years
YearPapers
20242
20231,313
20222,786
20211,389
20202,154
20192,348