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Christoph Neuhauser

Publications and source records attributed to Christoph Neuhauser.

10 recordsLinked to original sources

DiffTetVR: Differentiable Tetrahedral Volume Rendering

Differentiable rendering is a technique that aims to invert the rendering process to enable optimizing rendering parameters from a set of images. In this article, we present a differentiable volume rendering solution called DiffTetVR for tetrahedral meshes. Unlike previous works based on regular grids, this enables the optimization of vertex positions and the local subdivision of the mesh without relying on multigrid methods. We present an efficient implementation of the forward rendering process, deduce the derivatives for the backwards pass and regularization terms for avoiding degenerate tetrahedra, and finally show how the tetrahedral mesh can be subdivided locally to enable a coarse-to-fine optimization process. The source code is made publicly available on GitHub at https://github.com/chrismile/DiffTetVR.

cs.GR

SGLDBench: A Benchmark Suite for Stress-Guided Lightweight 3D Designs

We introduce the Stress-Guided Lightweight Design Benchmark (SGLDBench), a comprehensive benchmark suite for applying and evaluating material layout strategies to generate stiff, lightweight designs in 3D domains. SGLDBench provides a seamlessly integrated simulation and analysis framework, including six reference strategies and a scalable multigrid elasticity solver to efficiently execute these strategies and validate the stiffness of their results. This facilitates the systematic analysis and comparison of design strategies based on the mechanical properties they achieve. SGLDBench enables the evaluation of diverse load conditions and, through the tight integration of the solver, supports high-resolution designs and stiffness analysis. Additionally, SGLDBench emphasizes visual analysis to explore the relationship between the geometric structure of a design and the distribution of stresses, offering insights into the specific properties and behaviors of different design strategies. SGLDBench's specific features are highlighted through several experiments, comparing the results of reference strategies with respect to geometric and mechanical properties.

cs.CE

Application of 3D Gaussian Splatting for Cinematic Anatomy on Consumer Class Devices

Interactive photorealistic rendering of 3D anatomy is used in medical education to explain the structure of the human body. It is currently restricted to frontal teaching scenarios, where even with a powerful GPU and high-speed access to a large storage device where the data set is hosted, interactive demonstrations can hardly be achieved. We present the use of novel view synthesis via compressed 3D Gaussian Splatting (3DGS) to overcome this restriction, and to even enable students to perform cinematic anatomy on lightweight and mobile devices. Our proposed pipeline first finds a set of camera poses that captures all potentially seen structures in the data. High-quality images are then generated with path tracing and converted into a compact 3DGS representation, consuming < 70 MB even for data sets of multiple GBs. This allows for real-time photorealistic novel view synthesis that recovers structures up to the voxel resolution and is almost indistinguishable from the path-traced images

cs.GR

Adaptive Sampling of 3D Spatial Correlations for Focus+Context Visualization

Visualizing spatial correlations in 3D ensembles is challenging due to the vast amounts of information that need to be conveyed. Memory and time constraints make it unfeasible to pre-compute and store the correlations between all pairs of domain points. We propose the embedding of adaptive correlation sampling into chord diagrams with hierarchical edge bundling to alleviate these constraints. Entities representing spatial regions are arranged along the circular chord layout via a space-filling curve, and Bayesian optimal sampling is used to efficiently estimate the maximum occurring correlation between any two points from different regions. Hierarchical edge bundling reduces visual clutter and emphasizes the major correlation structures. By selecting an edge, the user triggers a focus diagram in which only the two regions connected via this edge are refined and arranged in a specific way in a second chord layout. For visualizing correlations between two different variables, which are not symmetric anymore, we switch to showing a full correlation matrix. This avoids drawing the same edges twice with different correlation values. We introduce GPU implementations of both linear and non-linear correlation measures to further reduce the time that is required to generate the context and focus views, and to even enable the analysis of correlations in a 1000-member ensemble.

cs.GR

Neural Fields for Interactive Visualization of Statistical Dependencies in 3D Simulation Ensembles

We present the first neural network that has learned to compactly represent and can efficiently reconstruct the statistical dependencies between the values of physical variables at different spatial locations in large 3D simulation ensembles. Going beyond linear dependencies, we consider mutual information as a measure of non-linear dependence. We demonstrate learning and reconstruction with a large weather forecast ensemble comprising 1000 members, each storing multiple physical variables at a 250 x 352 x 20 simulation grid. By circumventing compute-intensive statistical estimators at runtime, we demonstrate significantly reduced memory and computation requirements for reconstructing the major dependence structures. This enables embedding the estimator into a GPU-accelerated direct volume renderer and interactively visualizing all mutual dependencies for a selected domain point.

cs.CV

Transfer Function Optimization for Comparative Volume Rendering

Direct volume rendering is often used to compare different 3D scalar fields. The choice of the transfer function which maps scalar values to color and opacity plays a critical role in this task. We present a technique for the automatic optimization of a transfer function so that rendered images of a second field match as good as possible images of a field that has been rendered with some other transfer function. This enables users to see whether differences in the visualizations can be solely attributed to the choice of transfer function or remain after optimization. We propose and compare two different approaches to solve this problem, a voxel-based solution solving a least squares problem, and an image-based solution using differentiable volume rendering for optimization. We further propose a residual-based visualization to emphasize the differences in information content.

cs.GR

Visual Analysis of Multiple Dynamic Sensitivities along Ascending Trajectories in the Atmosphere

Numerical weather prediction models rely on parameterizations for subgrid-scale processes, e.g., for cloud microphysics. These parameterizations are a well-known source of uncertainty in weather forecasts that can be quantified via algorithmic differentiation, which computes the sensitivities of prognostic variables to changes in model parameters. It is particularly interesting to use sensitivities to analyze the validity of physical assumptions on which microphysical parameterizations in the numerical model source code are based. In this article, we consider the use case of strongly ascending trajectories, so-called warm conveyor belt trajectories, known to have a significant impact on intense surface precipitation rates in extratropical cyclones. We present visual analytics solutions to analyze interactively the sensitivities of a selected prognostic variable, i.e. rain mass density, to multiple model parameters along such trajectories. We propose a visual interface that enables to a) compare the values of multiple sensitivities at a single time step on multiple trajectories, b) assess the spatio-temporal relationships between sensitivities and the shape and location of trajectories, and c) a comparative analysis of the temporal development of sensitivities along multiple trajectories. We demonstrate how our approach enables atmospheric scientists to interactively analyze the uncertainty in the microphysical parameterizations, and along the trajectories, with respect to a selected prognostic variable. We apply our approach to the analysis of convective trajectories within the extratropical cyclone "Vladiana", which occurred between 22-25 September 2016 over the North Atlantic.

physics.ao-ph

3D-TSV: The 3D Trajectory-based Stress Visualizer

We present the 3D Trajectory-based Stress Visualizer (3D-TSV), a visual analysis tool for the exploration of the principal stress directions in 3D solids under load. 3D-TSV provides a modular and generic implementation of key algorithms required for a trajectory-based visual analysis of principal stress directions, including the automatic seeding of space-filling stress lines, their extraction using numerical schemes, their mapping to an effective renderable representation, and rendering options to convey structures with special mechanical properties. In the design of 3D-TSV, several perceptual challenges have been addressed when simultaneously visualizing three mutually orthogonal stress directions via lines. We present a novel algorithm for generating a space-filling and evenly spaced set of mutually orthogonal lines. The algorithm further considers the locations of lines to obtain a more regular appearance, and enables the extraction of a level-of-detail representation with adjustable sparseness of the trajectories along a certain stress direction. To convey ambiguities in the orientation of the principal stress directions, the user can select a combined visualization of two principal directions via oriented ribbons. Additional depth cues improve the perception of the spatial relationships between trajectories. 3D-TSV is accessible to end users via a C++- and OpenGL-based rendering frontend that is seamlessly connected to a MatLab-based extraction backend. The code (BSD license) of 3D-TSV as well as scripts to make ANSYS and ABAQUS simulation results accessible to the 3D-TSV backend are publicly available.

cs.GR

Interactive Focus+Context Rendering for Hexahedral Mesh Inspection

The visual inspection of a hexahedral mesh with respect to element quality is difficult due to clutter and occlusions that are produced when rendering all element faces or their edges simultaneously. Current approaches overcome this problem by using focus on specific elements that are then rendered opaque, and carving away all elements occluding their view. In this work, we make use of advanced GPU shader functionality to generate a focus+context rendering that highlights the elements in a selected region and simultaneously conveys the global mesh structure in the surrounding. To achieve this, we propose a gradual transition from edge-based focus rendering to volumetric context rendering, by combining fragment shader-based edge and face rendering with per-pixel fragment lists. A fragment shader smoothly transitions between wireframe and face-based rendering, including focus-dependent rendering style and depth-dependent edge thickness and halos, and per-pixel fragment lists are used to blend fragments in correct visibility order. To maintain the global mesh structure in the context regions, we propose a new method to construct a sheet-based level-of-detail hierarchy and smoothly blend it with volumetric information. The user guides the exploration process by moving a lens-like hotspot. Since all operations are performed on the GPU, interactive frame rates are achieved even for large meshes.

cs.GR

A Comparison of Rendering Techniques for Large 3D Line Sets with Transparency

This paper presents a comprehensive study of interactive rendering techniques for large 3D line sets with transparency. The rendering of transparent lines is widely used for visualizing trajectories of tracer particles in flow fields. Transparency is then used to fade out lines deemed unimportant, based on, for instance, geometric properties or attributes defined along them. Since accurate blending of transparent lines requires rendering the lines in back-to-front or front-to-back order, enforcing this order for 3D line sets with tens or even hundreds of thousands of elements becomes challenging. In this paper, we study CPU and GPU rendering techniques for large transparent 3D line sets. We compare accurate and approximate techniques using optimized implementations and a number of benchmark data sets. We discuss the effects of data size and transparency on quality, performance and memory consumption. Based on our study, we propose two improvements to per-pixel fragment lists and multi-layer alpha blending. The first improves the rendering speed via an improved GPU sorting operation, and the second improves rendering quality via a transparency-based bucketing.

cs.GR