Illustrative Vis Tutorial 2008

Illustrative Vis Tutorial 2008
Tutorial Organizers: Mario Costa Sousa, David S. Ebert, Ivan Viola
Presenters (In alphabetical order):
Bill Andrews
Medical College of Georgia
Stefan Bruckner
Vienna University of Technology
Wei Chen
Zhejiang University
Carlos D. Correa
University of California, Davis
David S. Ebert
Purdue University
Mario Costa Sousa
University of Calgary
Ivan Viola
University of Bergen
[email protected]
[email protected]
[email protected]
[email protected]
[email protected]
[email protected]
[email protected]
Eurographics 2008 Tutorial – Interactive Tools for Scientific and Medical Illustration Composition
The area of illustrative visualization is concerned with developing methods to enhance the depiction of
scientific data based on principles founded in traditional illustration. The illustration community has centurylong experience in adapting their techniques to human perceptual needs in order to generate an effective
depiction which conveys the desired message. Thus, their methods can provide us with important insights
into visualization problems.
In this tutorial, the concepts in illustrative visualization are reviewed. An important aspect here is interaction:
while traditional illustrations are commonly only presented as static images, computer-assisted visualization
enables interactive exploration and manipulation of complex scientific data. Only by coupling illustrative
visualization with effective interaction techniques its full potential can be exploited.
The tutorial starts with a detailed description of the entire traditional medical illustration production pipeline
(techniques, tools, etc.) describing limitations and specific features to be researched and developed for more
advanced tools. We then proceed discussing the importance and power of abstraction and interface issues
in illustrative visualization. We present different ways of achieving abstraction in interactive settings
discussing flexible representations for representing artistic visual styles. Next, we introduce the importance
of intuitive interaction for illustrative visualization describing sketch-based approaches as an intuitive way of
manipulating and exploring volumetric datasets. In the last part of the tutorial we present techniques for
deforming volumes in various ways inspired by traditional illustration techniques such as the depiction of
surgical procedures. We also describe how to deform and render in an illustrative fashion using by-example
Historical Perspective on Concepts & Techniques of
Traditional Medical & Scientific Illustration
Rooted in the Renaissance and the rediscovery of Classical works on science and medicine, traditional
scientific and medical illustration has evolved greatly in the centuries since. This evolution has occurred in
tandem with advances in scientific and medical knowledge and understanding, as well as with advances in
communications theory and technology. From allegorical to documentary and from instructive to interpretive,
the conceptual approaches employed by illustrators working in these fields have changed and adapted to
meet the needs of their publics, and to take advantage of technological advances. This section of the tutorial
provides a brief, insightful survey of historic visualization and illustration concepts, contextual settings, and
relevant media techniques.
Interactive Illustrative Rendering with Style
Ebert, Bruckner
First part will focus on the determination of the appropriate representation of material for the user, their
experience, and their task. The creation of effective visual representations needs to be based on the
intended user and their intended use of the system. Description of approaches for creating not only
illustrative representations that provide the appropriate level of representation and highlight the relevant
material for the user’s task, but also on the design of the system interface for making the system
understandable to the user.
The second part will focus on visual style representations for illustrative visualization. As different rendering
styles are an effective means for accentuating features and directing the viewer’s attention, an interactive
illustrative visualization system needs to provide an easy-to-use yet powerful interface for changing these
styles. The lecture will review existing approaches for stylized rendering and discuss practical considerations
in the choice of an appropriate representation for visual styles. Additionally, a high-level approach for
mapping volumetric attributes to different illustrative styles will be discussed.
Eurographics 2008 Tutorial – Interactive Tools for Scientific and Medical Illustration Composition
Intuitive and Ergonomic Interaction in Illustrative Visualization
Viola, Sousa
Illustrative visualization primarily deals with easy-to-understand display of complex underlying data,
however, to enable exploration and direct contact with the data, easy-to-handle interaction is equally
important as the visual part. Ergonomic interaction is demonstrated in user-centric mechanisms for data
presentation such as guided navigation through classified volumetric data or story-telling for volume
visualization. Besides approaches aiming at presentation, we describe how interactive illustrative
visualization is being embedded into novel medical intervention procedures.
We will also review the state-of-the-art of sketch-based interfaces and modeling (SBIM) for scientific
visualization, including different aspects and inspiration factors brought from traditional medical/scientific
illustration principles, methods and practices We will describe unique techniques and problems, including
presentation of systems, algorithms and implementation techniques focusing on interactive SBIM for
illustrative volume graphics.
Example-based illustrative Rendering and Deformation
Correa, Chen
First part focuses on a methodology for generating visualizations that depict deformation, in order to
enhance the view of hidden features or to depict a complex procedure, such as a surgical operation. To
obtain high-quality images, a number of considerations need to be taken into account, such as sampling,
lighting and composition of volumes undergoing deformation. The lecture also presents an architectural view
of the system and algorithmic details for its implementation using contemporary graphical processing units
(GPUs). In addition, selective deformation can be obtained with the use of user-defined masks and
segmentation information. This lecture also describes how to incorporate these aspects into the illustrative
deformation pipeline.
Second part will focus on how to learn illustration styles from traditional illustrations or measured datasets,
including the color, texture, structure and shape styles. We will describe how to modify and decorate a 2D
illustration by simulating the shape styles of another 2D example using differential based mesh manipulation
techniques. Our second scheme aims to change a 3D model template with shape styles from 2D examples.
In addition, we will present an efficient shape-aware technique to abstract the boundaries of 3D models for
achieving smooth boundary effects. Finally, we will introduce how to learn and re-use other styles such as
colors, textures under an example-based volume illustration framework. The driving techniques for these
goals are constrained texture synthesis and differential coordinates based shape manipulation.
Image credits
© 1999 - 2006 Fairman Studios, LLC. All Rights Reserved.
© Nikolai Svakhine, Yun Jang, David S. Ebert and Kelly Gaither, “Illustration and Photography
Inspired Visualization of Flows and Volumes”, Proceedings of IEEE Visualization Conference
2005, Minneapolis, October 23 - 25, 2005
© Copyright M. Burns et al. Feature Emphasis and Contextual Cutaways for
Multimodal Medical Visualization. In Proc. of EUROVIS 2007. Used
by Permission
© Copyright VolumeStudio, University of Calgary, 2007, Used by Permission
Eurographics 2008 Tutorial – Interactive Tools for Scientific and Medical Illustration Composition
© Modeling Plant Structures Using Concept Sketches Anastacio,F., Sousa, M.C., Samavati, F.,
Jorge, J. 4th International Symposium on Non Photorealistic Animation and Rendering (NPAR
© S. Bruckner, M. E. Gröller. Exploded Views for Volume Data. IEEE Transactions on
Visualization and Computer Graphics, 12(5):1077-1084, 2006.
© Illustrative Deformation for Data Exploration. Carlos Correa, Deborah Silver and Min Chen.
IEEE Transactions on Visualization and Computer Graphics (Proceedings Visualization /
Information Visualization 2007), vol. 13, no. 6, Nov.-Dec. 2007.
© Shape-aware Volume Illustration. Wei Chen, Aidong Lu, David S.Ebert.
Computer Graphics Forum (Proceedings of Eurographics 2007).
© Bill Andrews. All Rights Reserved.
Eurographics 2008 Tutorial – Interactive Tools for Scientific and Medical Illustration Composition
Historical Perspective on Concepts & Techniques of Traditional Medical & Scientific Illustration
Bill Andrews, Medical College of Georgia
[email protected]
Just as fine art is a reflection of the culture and times in which it was created, images of science and
medicine reflect the contextual environment of their creators. This presentation provides an insightful survey
of historic visualization and illustration concepts, contextual settings, and relevant media techniques.
Pre-Renaissance Era
The Middle ages or Medieval period extends from the fall of the Roman Empire until the advent of the
Renaissance, from roughly 400 AD to 1350 AD. In the later half of this period is marked by the rediscovery
and interpretation of the knowledge and culture of Classical Greece and Rome. Philosophically, there is the
ascension of Christianity and the expansion of Catholic doctrine, with an all-pervading faith in the divine
order of heaven and earth through time without end. In contrast, the rediscovered scientific knowledge and
technology encourage the birth of reason and empiricism. Infusions of technology and new ideas such as
algebra, from the Middle East and Asia caused perturbations in the status quo and created new
opportunities. Late in this period, arrival of the bubonic plague from the east shook the “natural order” of
European civilization. While the Middle Ages are often portrayed as a period of dogmatic religious
dominance and technological stagnation, this is not so. The stage was being set—nearly all the art,
architecture, technology and philosophy that we celebrate about the Renaissance had its roots in the Middle
In the beginning of this Pre-Renaissance era, communication technology was dominated by monastic
scribes working on vellum, creating one document at a time. In the 1100’s, effective and efficient papermaking technology arrived in Europe. It arrived almost contemporaneously with wood block printing. With
these two innovations, knowledge became an affordable commodity. The church no longer had a monopoly
on mass communication. However, preparation of the wood blocks was laborious (and unforgiving), and the
blocks have a limited lifespan measured in 100s of copies. The grain of the wood and fineness of the carving
instrument limited image resolution and could introduce artifacts to the image.
Quintessential images from science and medicine from this period include those in the Margarita
Philosophica by Gregor Reisch (1467-1525), a Carthusian monk from Freiburg, and the Fasciculus
Medicinae by Johannes de Ketham, a German physician. While both these works were technically printed
during the Renaissance, they feature images that are very much Pre-Renaissance. The dissected male
figure from the Margarita (
dogmatically depicts Galenic anatomy. Galen of Pergamum was a second century Greek physician.
Unfortunately, when his writings were rediscovered during the Middle Ages they were accepted as gospel—
including the incorrect anatomy. The Anatomy Lesson from the Fasciculus
( shows a typical early anatomical
dissection—the physician reading Galen while a barber-surgeon does the actual cutting. This image
captures the conflict between accepted knowledge (Galen’s writings) and empirical observation.
The Renaissance
For the purposes of this talk, the Renaissance begins in the middle 1300s and extends to the early 1600s.
Italy is the epicenter of this Renaissance. Described as the rebirth of Classical Greek and Roman culture, it
is built on the foundations set during the late Middle Ages. Empiricism replaces dogma, reason gains
ascendancy over faith, and secular powers vie with the church-dominated status quo. Original knowledge
was pursued via the study of hidden similarities and relationships between physical objects, as well as
between physical objects and metaphysical beings (via allegory, parable and symbolism). During this period,
those with the means began collecting items from the natural world and from other cultures, giving rise to
curiosity cabinets (kunstkammers).
In communications technology, the German printer Johannes Gensfleisch zur Laden zum Gutenberg (c.
1400 – 1468) took the next great leap, with movable metal type
( His first printing project was a Bible (1439). Perhaps
presaging the standard business model for most new communication technologies, he went bankrupt.
Printing with engraved metal plates was also invented at this time, though its use would remain rare for a
Eurographics 2008 Tutorial – Interactive Tools for Scientific and Medical Illustration Composition
very long time. Another new technology emerging from the Renaissance was oil paint. Advances in pigment
chemistry become increasingly important for communications from this time forward.
Quintessential science and medical imagery include De Humani Corporis Fabrica (1543) by Andreas
Vesalius of Brussels (1514 – 1564) ( The text is printed with movable type,
with images printed from wood blocks. This book revolutionized anatomical and medical education. Vesalius
did his own dissections; the illustrations were based on observation; the text and illustrations are integrated
into a coherent whole; and it was mass produced (several hundred copies are still in existence). The
frontispiece from the Fabrica provides an excellent counterpoint to The Anatomy Lesson from the Fasciclus.
Other representative imagery includes Vier Bücher von Menschlicher Proportion (1528) by the German artist
Albrecht Dürer (1471 – 1528). This posthumously published book depicts Dürer’s research into the
morphometric proportions of the human form
( As with Vesalius’ Fabrica, the
Proportion was printed with a combination of movable metal type and wood block figures, but it also included
some engraved metal plates.
The Baroque
The Baroque, sometimes called the Age of Reason, is an extension of the Renaissance and extends roughly
from 1600 to 1700. In the sciences, it is noteworthy for the rise of ordering and classification as a source of
discoveries (distinction vs. similitude). There is also a growing scientific rift between the focus on objective
analysis by the rationalists and the subjective experience of the empiricists. Building on the concept of
curiosity cabinets inaugurated in the Renaissance, there is a general proliferation of protomuseums,
botanical gardens and menageries. Artistically, Baroque artists stressed emotion, variety, ornamentation and
During this period logarithms, calculus and the slide rule are created; however, it would be a few years
before their influence in scientific and medical imagery would be noticeable.
Precision instrumentation begins to make a real impact in science and medicine. Antony van Leeuwenhoek
(1632 – 1723), the father of microscopy, was a lens grinder in Delft
( Galileo Galilei (1564 – 1642), the father of
modern science, envisioned a new cosmology through his telescope ( This
period marks the advent of machine-aided vision.
In communications, hi-tech meant engraving on copper plates. The use of metal printing plates meant that
1,000s of copies featuring images with very fine detail could be printed.
Quintessential images of science and medicine from the Baroque can be seen in the atlas Ontleding des
Menschelyken Lichaams by the anatomist Govard Bidloo (1649-1713) from Amsterdam
( The Allegorical Titlepage sums up
the Baroque style nicely and is also a fine example of copperplate engraving.
The Age of Enlightenment
This period begins around 1650 and extends through the 1700s. It is an age of optimism, powered by an
intellectual movement which advocated reason as the basis for authority. The movement sought to improve
the human condition after centuries of unquestioned tradition, superstition and tyranny. The absolute
authority of the nobility and the church declined. Logic and science became ascendant.
Newton, Leibniz, Hooke, Lavoisier and others explored the principals and methods that laid the foundations
for the coming Industrial Revolution. Experimentation begins to overtake pure empiricism. New heights of
precision instrumentation are reached, propelling a desire to explore, measure and document everything.
Bernhard Siegfried Albinus (1697-1770), a physician from Frankfurt, and his artist Jan Wandelaar (16901759), from Leiden went to great lengths to create the “perfect” anatomy text They began with the search for
the ideal specimen. Albinus posed the cadaver after successive layers of dissection. Then Wandelaar drew
the cadaver using an anti-parallax contraption. They compared this work against numerous ancillary cadaver
dissections to arrive at a final normative ideal. It is still a work of unparalleled accuracy and beauty.
Eurographics 2008 Tutorial – Interactive Tools for Scientific and Medical Illustration Composition
In medicine there is a drive to define normal and to study the abnormal. Surgery, as a separate profession,
emerges. The work of the Hunter brothers, William and John, of Scotland provide fine examples. Anatomist
and Royal physician William Hunter (1718-1783) created the Anatomia Uteri Humani Gravidi Tabulis
Illustrata, considered one of the most beautiful medical texts of all time
( One of the reasons that the
book is remarkable is that the dissected figures are reproduced at life size. John Hunter (1728 – 1793)
received no formal education in medicine, but went on to be one of the greatest surgeons, anatomists and
naturalists of his age. He also did experimental surgery, including transplantation
New printing methods are created—the mezzotint process and the aquatint process. Both allow the printing
of a full tonal range of shades, from black to white.
The Industrial Age
The Industrial Age extends from roughly 1750 to 1900, though some would argue that it has not yet ended.
This age is marked by the triumph of mechanization and industry over nature and manpower. The age of
scientific and medical specialization begins. In medicine, the study of diseases and abnormalities comes into
The publication of technical journals and periodicals by philosophical and scientific societies helped to
spread technical innovations. The invention of lithography, and later the powered printing press, facilitated
the dissemination of all this new information, as did the advent of the steam-powered railway. In the early
1800s, advances in chemistry led to photography. The age of mechanochemical vision had dawned. By the
later half of the 1800s, telegraphy makes distributed network communications possible over long distance.
During the American Civil War, Mathew Brady captured images of field surgeries
( Neurologist Guillaume Benjamin Amand
Duchenne (1806-1875) from Boulogne sur Mer, France, produced two major treatises entitled De
l'Électrisation localisée (1855) and Physiologie des Mouvements (1867)
( His methods were a bit unorthodox by today’s
standards—he applied electric currents to the muscles causing them to contract, and then photographed
them. Between 1831 and 1854 physician Jean Baptiste Marc Bourgery (1797–1849) and artist illustrator
Nicolas Henri Jacob (1782–1871) published Traité Complet de l'Anatomie de l'Homme Comprenant la
Medecine Operatoire in eight volumes. This remarkable book includes color printing using the lithograph
The Modern Era
Also known as the Second Industrial Age, the Modern Ear extends from about 1850 to the end of World War
II. This era is marked by the ascendancy of chemistry, assembly line manufacturing, electric power, the
automobile, the computer, telecommunications and powered flight.
The Impressionists capitalize on advances in chemistry. In photography, the halftone screen process
enables tonal printing. Photomicrography comes into being, capturing the very small. In the early 1900s, the
safety bulb makes flash photography practical and safe. In printing, the rotogravure press is invented,
allowing rapid color printing. Though still expensive to produce, more and more books are printed in color. In
the early 1900s, wireless broadcast radio communications are a commercial success, and television is
under research.
The advent of safe and effective anesthetic agents opens new frontiers in surgery. Medical artists no longer
document anatomy, they now describe novel operative techniques.
The Post-Modern Era
Beginning at the close of World War II, this era ends with Disco in 1970s. The Post-Modern Ear is noted by
the advent of nuclear power and advances in particle physics, rocketry, television, home appliances, power
tools, plastics, antibiotics, the pill, and extrasensory visualization. With foundations established by
disillusionment arising from horrors of World War II, postmodernism is a cultural movement lacking a clear
organizing principle. It embodies complexity, contradiction, ambiguity, diversity, and interconnectedness.
Advances in stroboscopic photography, extended spectrum films, electron microscopy and so on open up
Eurographics 2008 Tutorial – Interactive Tools for Scientific and Medical Illustration Composition
the field of scientific visualization beyond the limits of human vision. The stunning images by Lennart Nilsson
are exemplary ( Broadcast television makes it possible to
share moving pictures with an entire population simultaneously.
In medicine, there is a new focus at the cellular function, physiological processes and biochemistry. The
work by physician-artist Frank H. Netter typifies this focus (
Netter was known for his interpretive approach to anatomy and physiology, as opposed to a documentary
approach, in order to serve his didactic purpose.
The Computer Age
For the purposes of this presentation, the computer age begins with the advent of the desk-top computer in
the 1970s. It continues today. I’m no expert on computers or their impact on society, but I am amused by
them and occasionally find them useful. In my career, I’ve gone from the “fun” of creating daisy-wheel
images with the letters X and O on fan-fold paper to being able to model complex proteins in 3D and change
them over time. Thirty years ago, medical illustrators were low-tech, low-cost image specialists—all we
needed was paper, pen and ink. Now, in order to create interactive 3D animations, we consume more raw
computing power than most people on the academic medical campus.
The accompanying sample by XVIVO and Harvard Medical School depicts the current approach to didactic
medical imagery ( Note the influences from the entertainment
The Information Age
For the purposes of this presentation, the Information Age begins with the advent of the Internet, and is
ongoing. It pervades all aspects of our culture and economy. It can be characterized by an obsessive desire
to collect, organize, process, distribute, massage, interpret, repurpose, and perhaps use massive amounts
of data instantly, interactively, anywhere.
In medicine and science, we can now take a string of numbers and turn it into an image, a visualization of
some theoretical construct. As an example, the ARGO Genome Browser from the Broad Institute and MIT
will serve (
In essence, imagery has been freed from the need to portray reality and is now limited only by our
conceptual abilities and communication needs.
Tailoring Interfaces and Levels of
Representation in Illustrative
Visualization and Rendering
Approach to Effective Visual
Representations (ala Bertin)
Understand the problem or
Determine data needed for
solution and its
Determine effective visual
Utilize perception, design,
illustration, and advanced
rendering techniques
Interactivity, accuracy, and
reproducibility are vital
David S. Ebert
Electrical & Computer Engineering
Purdue University
[email protected]
Illustrative Visualization:
Illustrative Visualization:
Abstract away
unimportant details
Utilize attentive focus to
emphasize data
Illustrative Visualization:
Illustrative Visualization
Utilize illustration
principles and
What to show?
• Incorporate principles from technical illustration
How to show it?
• Develop a toolbox of illustrative techniques
How to implement it?
• Adapt volume rendering pipeline to volume illustration
How to create an appropriate interface
• Interactive design with user participation
Toolbox of Techniques
Approaches to Interfaces
Feature enhancement
Example-based interfaces
• Boundary enhancement
Multi-level interfaces
• Silhouette enhancement
Interfaces and adaptation to task
Depth and orientation techniques
Interfaces and adaptation to devices
• Aerial perspective
• Intensity depth cueing
• Oriented fading
• Halos
• Tone shading
Example-based Illustrative
Multiple Styles - Iron Protein
Carbon Dust
Color Transfer
Simulate style of professional illustrators &
simplify user interaction
Current approaches
“Color transfer between images”, E. Reinhard et al. 2001
“Transferring color to greyscale images”, W. Welse et al. 2002
Automatic transferring process
Two assumptions:
Simpler representation & similar object distributions
Example-based Rendering Hand
Example-based Rendering
Color Transfer
For each object – one set of textured cubes
Segmented datasets: object ID – one cube set
Un-segmented datasets: opacity – cube sets
Only two user interactions: sample & illustration
Gross Anatomy in the practice of medicine. Slaby, F.J., McCune, S.K., and
Summers, R.W. 1994. Lea and Febiger.
Example-based Rendering Abdomen
Goal of Interactive Medical
Illustrative Visualization Process
Sobotta Atlas of human anatomy. Staubesand, J. 1990. Urban and Schwarzenberg BaltimoreMunich.
Hierarchical Transfer Functions
Usually transfer functions control (color, opacity)
Sketch applied to ‘skin’ material
They can also be used to control
parameters/contribution of the effects
Illumination applied to ‘bone’ material
Design multiple transfer functions to control:
• Sketch
• Illumination
• etc.
This allows applying different combinations of
effects to different materials
Next Step: Zones
Zones With Different Styles
Zones are regions of the volume space
Zones can have different applied styles
Zones can be either ellipsoids or rectangles
This allows large set of possible effects
Common Medical Illustration
IVIS Animation
Organ/tissue boundary emphasis
• Strong use of silhouetting techniques
Variation of level of representation
• Focus + context techniques
Common representation vocabulary
• Colors
• Styles
Medical Motifs
Motifs are settings upon which illustrator
can quickly build styles specification
Medical illustrations
Foot bone structure
from anatomy
• Anatomical illustration
• Surgical simulation
• Different levels of expertise for intended users
Same structure shown
by IVIS with
Visible Human foot
Anatomical Illustration
Surgical Training
Images by Nik Svakhine
Images by Nikolai Svakhine
Levels of Expertise
Levels of Representation
Motifs are designed with help/feedback from professional
medical illustrator
• Frequently overwhelmed by the quantity and complexity of data
presented during training
• Must learn to develop their attentive focus and unconsciously
orient the structures in the data for reference
• Has necessary experience to subjugate data details that
provide context
Temporal bone microCT
• Can quickly focus on the specific portion of the data and
relevant structures
representation of the
cochlea and
semicircular canals
A more complex
representation of the
same area, with more
detail on surrounding
Almost ‘realistic’
Surgical Training
Levels of Representation
Temporal bone microCT
Even without segmentation, structures
are visible
Different levels of enhancement
Images by Nik Svakhine
Illustrative Rendering and
Visualization on Mobile Devices
Adaptation to Mobile
Other constraints
•Limited battery, network, memory
• Often time-critical environments
•Limited screen resolution
• Simple interfaces and interaction key
•Limited graphics APIs
• Intuitive design important
• Abstraction to key components for task critical
Example Applications
Illustrative Visualization on
PDAs - Results
Maintenance and repair of aircraft
Emergency response
• Increased situational awareness
• In-field investigation
Images by
Jingshu Huang
More Illustrative PDA
Utility of Volume Illustration
Enhancing presentation
• Teaching
• Explaining
• Convincing
Reinforcing unreality
Emphasizing important features
Images by Jingshu Huang
Volume illustration is an effective, powerful
tool !
Visualization is most powerful
when combined with
• Effective enhancement / extraction of information
• Effective enhancement / extraction of information
• Perception research
• Perception research
• Art / illustration techniques
• Advanced illumination and shading
• Interactive
• Art / illustration techniques
• Improved interaction
• A larger solution
• Aidong Lu, Nikolai Svakhine, Chuck Hansen, Chris Morris, Penny
Rheingans, Elliot Fishman, Bill Oliver, Joe Taylor, Mark Hartner,
Tim Thirion, Ross Maciejewski, Don Stredney, Mario Costa
Sousa, Amy Gooch, Kelly Gaither, Yun Jang, Brian Bue, Jingshu
• National Science Foundation: NSF ACI-0081581, NSF ACI-0121288,
NSFIIS-0098443, NSF ACI-9978032, NSF MRI-9977218, NSF ACR-9978099
• Air Force Research Lab
• Adobe
• Nvidia
• Department of Homeland Security
An illustration is a picture with
a communicative intent
Conveys complex structures
or procedures in an easily
understandable way
Illustrations use abstraction to
prevent visual overload
Abstraction allows the viewer
to focus on essential aspects
without losing context
Interactive Illustrative Rendering
with Style
Stefan Bruckner
Institute of Computer Graphics and Algorithms
Vienna University of Technology
Medical Illustration Source Book
Direct Volume Illustration
Abstraction (1)
Detailed volume data is readily available
(medicine, biology, etc.)
Illustrator’s research process is significantly
Possibility to easily explore different stylistic
Customized illustrations depicting particular
Static illustrations, animations, interactive
Fundamental for creating an expressive
Introduces a distortion between visualization
and underlying model
Different degrees of abstraction based on the
intent of the illustration
Task of an illustrator: choose and apply
abstraction techniques
Stefan Bruckner
Stefan Bruckner
Abstraction (2)
Style Representations
High-level abstraction: deals with what should
be visible and recognizable
A good representation for visual styles has to
fulfill certain requirements
Low-level abstraction: concerned with how
different objects are presented
Stefan Bruckner
Flexibility – ability to represent many different
rendering styles
Compactness – simple and intuitive
Transferability – easy extraction from
existing artwork
Efficiency – little overhead during rendering
to allow interactivity
Stefan Bruckner
Conventional Approach
Lighting Maps (1) [Bruckner and Gröller 2005]
Transfer function augmented by various
additional parameters
Simple solution for various styles with
constant costs at runtime
Two-dimensional lighting map which takes two
dot products (N.L, N.H) as arguments
Defines lighting contribution of a sample in …
Light directions and colors, shininess, tone
shading parameters, silhouette color and
thickness, …
Complex and potentially costly at runtime,
particularly if data-dependent
Parameters are difficult to obtain, much finetuning required
Stefan Bruckner
Object color (i.e. “diffuse” for Phong shading)
Light color (i.e. “specular” for Phong shading)
Stefan Bruckner
Lighting Maps (2) [Bruckner and Gröller 2005]
Lighting Maps (3) [Bruckner and Gröller 2005]
Lighting maps and their effects
Stefan Bruckner
Simple representation which allows shading at
constant costs
Limited flexibility as color effects are not
included in the map
Still requires additional parameters (e.g., light
position and color)
Somewhat unintuitive for the user, not easily
Stefan Bruckner
Lit Sphere Maps (1) [Sloan et al. 2001]
Lit Sphere Maps (2) [Sloan et al. 2001]
Use an image of a sphere under orthographic
projection to shade another object
Like environment mapping, but eye-space
normal is used instead of reflection vector
Light sources appear to be fixed to the
Flexible image-based illumination, captures
many different rendering styles
Use a sphere map indexed by the eye-space
normal to determine the color of a point
Stefan Bruckner
Stefan Bruckner
Lit Sphere Maps (3) [Sloan et al. 2001]
Lighting Transfer Functions [Lum and Ma 2004]
Easy to obtain – lighting studies are frequently
performed using spheres
Sloan et al. describe simple extraction
process from existing works of art
Intuitive representation, can be directly
displayed to the user as a preview
Data-driven shading – illumination settings
vary based on the data value
Transfer function stores shading parameters
in addition to colors and opacities
n Bruckner
an Bru
c e
Style Transfer Functions (1) [Bruckner and Gröller 2007]
Style Transfer Functions (2) [Bruckner and Gröller 2007]
A style representation allows us to shade one
object in a given style
For volume data, we rarely have discrete
We need a continuous parameterization of
style space
A style transfer function maps volumetric
attributes to visual styles
Stefan Bruckner
Peter Rautek
Style Transfer Functions (3) [Bruckner and Gröller 2007]
Style Transfer Functions (4) [Bruckner and Gröller 2007]
Use lit sphere maps to enable data-dependent
illustrative shading for volume rendering
One lit sphere maps represents one specific
rendering style
Transfer function is defined over styles
instead of colors
Combines the power of data-dependent
lighting with the flexibility of lit sphere maps
Stefan Bruckner
Stefan Bruckner
Style Transfer Functions (5) [Bruckner and Gröller 2007]
Style Transfer Functions (6) [Bruckner and Gröller 2007]
transfer function texture
Style transfer functions allow for a flexible
combination of different visual styles
style function texture
index function texture
data value
1.95 0.38
2 0.4
2.25 0.5
3.5 0.6
3.75 0.7
4.05 0.8
Stefan Bruckner
Stefan Bruckner
Style Contours (1)
Style Contours (2)
Contours are a frequent stylistic element in
Contour appearance should be derived from lit
sphere map
Apparent contour thickness varies based on
Solution by [Kindlmann et al. 2003]: use
normal curvature along the view direction to
modulate contour threshold
Kindlmann‘s approach requires expensive
reconstruction of 2nd order derivatives
Simple approximation: angle between the
gradient direction at two subsequent sample
locations along a ray divided by step size
Stefan Bruckner
Style Contours (3)
Stefan Bruckner
Style Contours (4)
Instead of simple threshold, push lit sphere
lookup coordinates outwards along the radius
based on fuzzyy “contourness” criterion
normal contours
thickness-controlled contours
Stefan Bruckner
f Bruckner
curvature image
Style Contours (5)
Semantic Layers (1) [Rautek et al. 2007]
Specifying a mapping for many different attributes is
if principal curvature is negative
then contour style is blue
if principal curvature is negative and density is high
then contour style is blue
if principal curvature is negative and density is high
and gradient magnitude is high
then contour style is blue
if (principal curvature is negative and density is high
and gradient magnitude is high) or …
then contour style is blue
Stefan Bruckner
Peter Rautek
Semantic Layers (2) [Rautek et al. 2007]
Semantic Layers (3) [Rautek et al. 2007]
Use semantic rules to specify mapping from
multiple volumetric attributes to multiple styles
Application semantics and semantics for
visual styles are separated
Membership functions are defined for
volumetric attributes and visual styles
Linguistic rules are used to specify the
mapping from attributes to styles
Fuzzy logic is employed for the evaluation of
these rules
illustrative styles
volumetric attributes
low – … – high
contour style
negative – zero – positive
subtle black
dark red
rules: if attribute a1 is va1 … then style s1 is v s1
Peter Rautek
Stefan Bruckner
Semantic Layers (4) [Rautek et al. 2007]
Membership Functions
if-part: semantics for volume attributes
attribute semantics
illustration semantics
a1…a n
evaluate attributes a1…a n
per voxel
s 1 …s m
parameters for
styles s 1 …s m
to zero
then-part: semantics for visual appearance
rule base
contour style
Peter Rautek
Peter Rautek
Semantic Rules
Layered Styles
Apply styles in layers on top of each other,
similar to the way illustrators work
to zero
highlight style
principal curvature
if (principal curvature is negative and density is high and
gradient magnitude is high) or distance to user focus is low
contour style
then contour style is red
background style
contour style
Peter Rautek
Peter Rautek
Fuzzy Logic Evaluation
For each style, all modifying rules are
evaluated, aggregated, and defuzzified
Peter Rautek
Stefan Bruckner
A unified style representation extends the
flexibility of illustrative shading
Style parameterization allows mapping of
volumetric attributes to visual styles
Semantic layers provide an interface for
specifying this mapping
Layered styles enable the mapping of
independent variables
Stefan Bruckner
[Bruckner and Gröller 2005] S. Bruckner, M. E. Gröller. VolumeShop: An
Interactive System for Direct Volume Illustration. Proc. IEEE Visualization
2005. pp. 671-678.
[Sloan et al. 2001] P.-P. Sloan, W. Martin, A. Gooch, B. Gooch. The Lit
Sphere: A Model for Capturing NPR Shading from Art. Proc. Graphics
Interface 2001. pp. 143-150.
[Lum and Ma 2004] E. S. Lum, K.-L. Ma. Lighting Transfer Functions
Using Gradient Aligned Sampling. Proc. IEEE Visualization 2004. pp. 289296.
[Bruckner and Gröller 2007] S. Bruckner, M. E. Gröller. Style Transfer
Functions for Illustrative Volume Rendering. Proc. Eurographics 2007. pp.
[Rautek et al. 2007] P. Rautek, S. Bruckner, M. E. Gröller. Semantic
Layers for Illustrative Volume Rendering. Proc. IEEE Visualization 2007.
pp. 1336-1343.
Stefan Bruckner
Thank you for
your attention!
Purpose of Illustration
Intuitive and Ergonomic Interaction in
Illustrative Visualization
Ivan Viola
Ivan Viola
Origins of Illustrative Visualization
Media and Styles in Illustration
Ivan Viola
Ivan Viola
Rendering styles in Visualization
Ivan Viola
Expressive Techniques in Illustration
Ivan Viola
Expressive Techniques in Visualization
Semantics-Driven Visualization
Abstraction Levels
Ivan Viola
Visual Mapping
Objects in Relation
Ivan Viola
Semantic Layers in Visualization
Focus+Context Visualization
[Rautek et al. 2007]
Goal: visual focus–context discrimination
Degree of interest (DOI) function
Uneven use of graphics resources
lists graphs visualization F+C visualization
Ivan Viola and Peter Rautek
Importance-Driven Visualization Model
Ivan Viola and Helwig Hauser
9 log10(#items)
Importance-Driven Visualization Model
levels of
Ivan Viola
0.1 0.7
Abstraction Levels
Ivan Viola
Visual Mapping
Objects in Relation
Ghosting Cutaways
Object Categories
Close Relation to Focus
Ivan Viola
Example – Abdominal Structures
Ivan Viola
Visualization of MR Mammograms
Lung Nodules Visualization
Ivan Viola
VesselGlyph – Angiography Visualization
[Straka et al. ’04]
[Coto et al. ’05]
Ivan Viola
Ivan Viola
Ivan Viola
Neck Dissection Planning
Coupling Illustration and Interaction
[Krüger et al. ’05]
Ivan Viola
Ivan Viola
Visualization Yes ! – Interaction No ?
Contextual Cutaways for MultiModal Vis
[Burns et al. ’07]
Interaction is very time-consuming
Interaction prevents comparisons
Interaction hampers reporting
Provide standardized views
Algorithms highly parameterized –
provide sensible default settings
Support automatic parameter tuning
Provide navigational aids
Multimodal Medical Visualization
Automatic view point selection
Focus of attention
Automatic light placement (inconsistent
Automatic reporting
Dynamice poster - automatic storytelling
[Burns et al. 2007]
Quoting Master from NorVis07
Ivan Viola and Meister
Ivan Viola and Michael Burns
Sync Views of Co-Registered CT+US
CT Scan Data
Ivan Viola and Michael Burns
Fused Modalities Using Cut-Aways
Ultrasound Data
Johann Remmelin; Catoptrum Microscopicum. 1613, Hardin Library
Ivan Viola and Michael Burns
Illustrated Ultrasound
LiveSync of 2D-3D Views for Exploration
[Kohlmann et al. 2007]
Interactive Focus of Attention
interactive focus of attention
viewpoint transformation
cut-away and level of ghosting
focus discrimination
Focus view 2
Ivan Viola
Focus view 1
characteristic viewpoint estimation
interactive focus of attention
Example - Human Hand
p(o1|v1 ) ...
Σ p(o |v ) log
I(vi,O) =
p(o1 )
importance distribution
Any Questions?
Ivan Viola
information-theoretic framework for optimal viewpoint estimation
up-vector information
object selection by user
Ivan Viola
Example - Stagbeetle
up-vector information
object selection by user
image-space weight
Input: known and classified volumetric data
High level request: show me object X
Output: guided navigation to object X
visibility estimation
object-space distance weight
importance distribution
Guided Navigation
Ivan Viola
Ivan Viola
Ivan Viola
Ivan Viola and Michael Burns
viewpoint transformation
cut-away and level of ghosting
focus discrimination
Application-Driven View Selection
[Mühler et al. 2007]
Emphasis on the domain knowledge
Distance to important feature defines
importance of other features
Shortest path on the bounding spheres
Zooming to focus
Ivan Viola
Storytelling for Presentation
[Wohlfart and Hauser 2007]
Story node
Story stops
Story transitions
action groups
Ivan Viola and Helwig Hauser
Sample Story
Interaction Patterns
passive story playback
st. telling with interactive approval
semi-interactive story playback
total separation from story
Ivan Viola and Helwig Hauser
Ivan Viola and Helwig Hauser
Purpose of Illustrative Visualization
Ivan Viola
Also featuring
This presentation includes slides, videos and images of:
Meister Edi Gröller
Timo Ropinski
Helwig Hauser
Michael Wohlfart
Stefan Bruckner
Carlos Correa
Peter Rautek
Kevin Hulsey
Konrad Mühler
Katja Bühler
Mario Costa Sousa
Ernesto Coto
Arno Krüger
Matúš Straka
Daniel Patel
Thank you!
Ivan Viola
EUROGRAPHICS Workshop on Sketch-Based Interfaces and Modeling (2006)
Thomas Stahovich and Mario Costa Sousa (Editors)
Sketch-based Volumetric Seeded Region Growing
H. L. J. Chen1
F. F. Samavati1
M. C. Sousa1
J. R. Mitchell1,2
1 Department
2 Seaman
of Computer Science, University of Calgary, Canada
Family MR Research Centre, Foothills Medical Centre, Calgary, Canada
Interactive volume segmentation is an essential and important step in medical image processing. Conventional
interactive methods typically demand significant amounts of time and do not lend to a natural interaction scheme
with the 3D volume. In this paper we present a sketch-based interface for seeded region growing volume segmentation. In our approach, the user freely sketches regions of interest (ROI) directly over the 3D volume. Parts of the
volume outside the ROIs are then automatically cut out in real-time. The user repeats this process as many times
as necessary until he/she decides to specify the seed point 3D location directly at the ROI. To prevent unexpected
segmentations, the region growing is restricted to the specified ROI. Our sketch-based system utilizes GPU programming to achieve real-time processing for both rendering and volumetric cutting independent from the size
and shape of the sketched strokes.
Categories and Subject Descriptors (according to ACM CCS): I.4.6 [Image Processing and Computer Vision]: Segmentation, partitioning
1. Introduction
Medical imaging systems, such as computerized tomography (CT), magnetic resonance imaging (MRI) and ultrasound, are becoming increasingly ubiquitous. Clinicians and
surgeons often use computer-based segmentation to identify
and analyze anatomical structures of interest in medical image datasets. For example, neuroradiologists often segment
and examine the internal carotid artery to determine its degree of stenosis in patients suffering from transient ischemic
attacks (TIAs - "mini" strokes). The degree of carotid stenosis is a critical factor to determine if TIA patients should
have surgery to open up this vital vessel. Other measurements (such as the shape, topology, and cubic volume) could
also be obtained during the segmentation process [ONI05].
Therefore, volume segmentation is an essential and important step in medical image processing.
Segmentation is often broken down into "edge based"
or "region based" methods. Each of these in turn may be
c The Eurographics Association 2006.
"manual" or "computer assisted" (including completely automatic). Along the edge-based category, a typical manual segmentation process requires a trained specialist to
draw contours around the region of interest (ROI) on crosssectional images. These contour lines are then linked and
reconstructed into a 3D representation for further analysis
(Figure 1, top). This procedure can become a challenging
task if the target is, for example, blood vessels in the brain,
which by nature involves complex shape and unpredicted
turning directions. Automatic methods currently focus on
low-level features such as edge detection and texture analysis. An example of an edge detection algorithm exists in the
use of histograms by considering the relationship between
three quantities: the data value and its first and second directional derivatives along the gradient direction [KD98]. A
number of contributions and efforts were made in the research direction for obtaining automatic segmentation results. However, the difficulty for a complete automatic approach is limited in one sense or another. Kirbas and Quek
[KQ03] pointed out that all such attempts for developing automatic segmentation algorithms are limited to some global
parameters or can fail with certain data.
The region growing [RK82] algorithm is one of the well-
H. L. J. Chen & F. F. Samavati & M. C. Sousa & J. R. Mitchell / Sketch-based Volumetric Seeded Region Growing
Figure 2: Our sketch-based volume segmentation method: user sketches a ROI directly over the data (a), the ROI is extruded
(b), volume outside is cut out and user plants the seed point (c), region grows (d) and segments volume portions within the
extruded ROI (e).
Figure 1: Conventional segmentation methods. Top row:
edge-based method. Bottom row: region-based method.
known region-based segmentation methods that is simple
to compute and applicable to a wide range of data types.
Seeded region growing was first introduced by Rolf Adams
and Leanne Bischof [AB94]. Their algorithm requires the
planting of an initial seed point in the 3D volume dataset.
However, the challenge of specifying a 3D coordinate from
a 2D device, such as the mouse, is associated with providing
an intuitive interface in assisting with the mapping process.
Existing methods for specifying the seed point [SHN03] can
be outlined as follows: the user navigates from a stack of 2D
image slices; a desired slice is selected (i.e. equivalent to selecting one of the axis as a first step); and then the user places
the seed point from the cross-sectional view of the data (Figure 1, bottom). As a result the seed point is propagated to the
entire volume based on certain criteria the user defines.
The key limitations with the conventional seeded growing region process are the large amount of cross-sectional
images a user has to go through. The user is also required
to have a priori knowledge of the data in order to quickly
identity the correct slice number and the appropriate seed
location on the 2D grey-scaled image. This procedure demands a significant amount of time and does not lend to a
natural interaction scheme with the 3D volume (i.e. direct
manipulation of the 3D data).
In this paper, we propose a sketch-based interface for volumetric seeded region segmentation. Figure 2 illustrates the
key stages of our method applied over a raw MRI super-brain
dataset (152x154x181). At first, the user loads the volumetric data and defines an intensity range from the histogram.
And then the user directly sketches a ROI over the displayed
volume (Fig. 2, a). The system extrudes the ROI along the
viewing direction within the entire volume (Fig. 2, b - dotted
lines). The volume outside the extruded ROI is cut out and
the user places the seed at the red cross (Fig. 2, c). The region
starts to grow (Fig. 2, d) and finally the complete segmentation inside the extruded ROI is obtained (Fig. 2, e). In addition, the user could place multiple sketches from different
views to form arbitrary-shaped ROI. Our system uses GPU
programming for real-time rendering and interactive sketching. Furthermore, we utilize the stencil buffer to achieve a
processing rate that is independent of the sketch complexity.
The rest of the paper is organized as follows. In Section 2,
we review related work and current sketch-based interfaces
for volume segmentation. In Section 3, we outline our system framework. In Sections 4, 5, and 6, we provide details of
our sketch-based system for volume segmentation. Results
are discussed in Section 7, and conclusions are presented in
Section 8.
2. Related Work
Interactive seeded region growing. Many segmentation approaches have been proposed for the 2D image segmentation
task. The set of well-known techniques include thresholding,
k-means clustering, watershed segmentation, and level-set
methods (see the survey conducted by Pham et. al. [PXP99]).
For segmenting 3D medical datasets, these techniques could
also be applied and adapted easily by re-using the 2D image
techniques. Sherbondy et. al. [SHN03] developed a fast volume segmentation system using GPU. Their work was based
on seeded region growing. The seed selection step allows the
user to paint seeds by drawing on the sectional views of the
volume. Their segmentation merging criteria are based on
non-linear diffusion metric. They also incorporated image
smoothing algorithms for noise conditions. More recently,
Schenke et. al. [SWD05] analyzed the GPGPU paradigm
c The Eurographics Association 2006.
H. L. J. Chen & F. F. Samavati & M. C. Sousa & J. R. Mitchell / Sketch-based Volumetric Seeded Region Growing
and implemented the seeded region growing method with
fragment shaders and VTK. In order to fully take advantage
of the GPU parallelism, the user was encouraged to specify
as many seed points as possible.
Sketch-based interfaces for volume segmentation. For
general sketch-based modeling of volumetric data, Owada
et. al. [ONNI03] presented a system that captures handdrawn sketches and creates volumetric objects with internal
structures. Owada et. al. [ONOI04] further extended the interface for users to define internal volumetric textures of a
model. The system allowed interactive design and browsing for volumetric illustrations. Recent work for segmenting volumetric data have also focused on incorporating user
intervention and developing interactive segmentation systems. Tzeng et. al. [TLM03] developed a novel interface for
volume data classification. They allowed the user to draw
strokes on the cross-section of volume data that roughly indicate foreground and background regions. The stroke information was used to train a classifier that is designed for segmenting voxels. Yuan et. al. [YZNC05] presented a novel
method to cut out volumetric structures by drawing simple strokes directly on volume rendered images. Owada et.
al. [ONI05] proposed an intuitive user interface for volume
segmentation. The user traces the contour of the target region using a 2D free-form stroke on the screen. The volume
catcher system then returns a plausible 3D region inside the
Similar to Owada’s approach [ONI05], the concept of
our system extends the stroke and sweeps through the volume. We use histograms as a first classification step whereas
they applied opacity transfer functions. In contrast, we adapt
closed strokes that include free-form and other variations.
Most importantly, our approach allows the user to interact
with a simple sketch-based interface for navigating to the
ROI instead of browsing through hundreds of cross-sectional
slices ( [SHN03]; [SWD05]). For seed planting, our technique is fundamentally 3D and the user no longer needs to
look at texture-mapped 2D planes. In addition, we enable
the user to define a sub-volume of arbitrary shape with few
sketches to constrain the region grow and provide rapid segmentation feedback.
3. Particle System Framework
In our sketch-based system, we utilize a particle system
framework. Because of the generality and the fundamental
design of the framework, the system can be easily extended
to work with irregular datasets. Other potential applications
include general point-based systems and polygonal meshes
(which were converted to a point-cloud).
At the first stage of our system, a desirable range of intensities is selected by using the intensity histogram to define target voxels from the volumetric dataset. Since only a
subset of the entire volume is rendered to the scene, we represent the target voxels by a particle system. We use lists of
c The Eurographics Association 2006.
particles for rendering and processing. This avoids the need
to traverse the 3D array containing the original dataset every
time we access these target voxels.
In order to maintain the lists of particles, we organize
them with a central particle system scheme. The particle system contains a list of particle objects. Each particle object
can be organized and displayed by using the display list or
vertex buffer objects (VBOs). When the display list option is
used, each particle object contains an object color if particles
do not possess color information. The particle object also
maintains a list of particles and each particle contains information such as: position (x, y, z), color (r, g, b, a), and reference to voxel (which contains intensity and gradient). Position is used during the sketch-based volume cutting (Section
4). Reference to voxel is required to locate neighboring voxels during segmentation (Section 5). For rendering (Section
6), position, color, and voxel gradient (normal) are needed.
Alternatively, particle objects can utilize the various
VBOs stored in a collection of particle buffersets. Each
particle bufferset contains a vertex buffer (i.e. voxel position), normal buffer (i.e. voxel gradient), and color buffer
(i.e. voxel intensity). Each of these buffers is stored on the
GPU texture memory using VBO. The required voxels only
travel across the system bus once whenever the histogram
is defined. Each particle object then maintains only index information into the corresponding particle bufferset. Particles
are rendered in either X-ray mode or surface mode (Section
6). Each particle object contains an attribute for its assigned
rendering mode.
4. Sketch-based Volume Cutting
To place the seed for the region growing, we use a novel
sketch-based interface. In the first stage, the user specifies
a ROI by a closed free-form sketch on the screen. The extrusion of this sketch forms the ROI and likely contains the
target area (organ). This approach has several benefits: it increases the performance of seed-growing after extrusion and
cutting, the user is able to navigate and place the seed more
easily, and finally it is very intuitive.
The main challenge here is to cut the extrusion from the
volume at an interactive rate. With the defined histogram
intensity range, a collection of particles is composed from
the 3D volume array. The set of particle attributes is packaged into vertex buffer, normal buffer, and color buffer using VBO. These buffers are sent only once and stored on
the GPU texture memory for successive rendering and processing. The sketched area is extruded along the view direction and pierces into the entire volume (Figure 3). The computed sub-volume is rendered in the surface mode and the
background volume is rendered in the X-ray mode (Figure
9, right). Subsequent sketches affect only the ’visible’ subvolume currently rendered in the surface mode. Then the remaining task is to distinguish the particles that fall ’inside’
the extrusion from the ones that are ’outside’.
H. L. J. Chen & F. F. Samavati & M. C. Sousa & J. R. Mitchell / Sketch-based Volumetric Seeded Region Growing
color [WNDS99]. Then we save the content of the stencil
buffer as a texture as demonstrated in Figure 5.
Figure 3: Sketch extrusion.
Figure 5: Generating the computational mask using the
stencil buffer.
In order to find the list of selected particles that fall inside the sketched extrusion, one possible strategy is to use
the standard polygon fill or crossing test algorithms [Hai94]
[Fra]. For this, we can project the particle to the screen and
check whether it is inside of the sketched stroke. The speed
of this method depends on the number of points on the stroke
(as a polygon). Unfortunately, this method suffers from a
slow speed when the stroke (polygon) has a good quality.
Although we could implement the crossing test in GPU, the
speed is still dependent on the complexity of strokes and the
level of interactivity can vary depending on the user input.
Instead, we adapt a novel GPU-based technique that is independent of the sketch complexity.
4.1. Computational Mask
The fundamental concept of our sketch-based system is a
real-time filtering process employing a computational mask
(Figure 4). We move the mask to traverse the entire volume
in a front-to-back order and pick up the particles (or voxels) that are inside the sketched area. The particles which
are not visited by this process are labeled as being ’outside’.
As depicted in figure 4, the volumetric dataset can be in any
orientation with respect to the computational mask.
4.2. GPU-based Sketch System
In order to quickly filter the entire volume with the generated computational mask, we perform all of our computation
in GPU and send back the result as a single texture to the
CPU. We leverage the workload to both vertex and fragment
shaders and optimize the speed by minimizing the program
complexity. Notice that we use the fragments (pixels) and
the framebuffer somehow different from their regular functions. Instead of sequential processing of the particles, we
map many particles to the fragments at a time. This helps us
to use parallel architecture of GPU for processing of the particles. Therefore, the fragments’ "position" in our method is
an index to the particles instead of being a position of visible pixels. We also use a binary "value" for the fragments
to show whether the particle is inside of the extrusion. To
map the index of particles, which has a linear order, to the
position of fragments, that has two components, we use a 2D
texture coordinate buffer. In addition, not all particles can be
uniquely mapped to the screen. Consequently, to process all
of the particles, we need to do the process in several passes of
saving the current screen and mapping a new set of particles.
For saving the current screen, which contains binary values,
we use a one-bit plane of the framebuffer (off-screen). For
example, with a given 100x100 sized screen, we are able
to process 10,000 particles for each pass through the graphics pipeline. Figure 6 gives an overview of the processing
4.2.1. Preparing Data Buffers for Pipeline Processing
Figure 4: Computational mask.
The computational mask is composed of 1s and 0s, where
1 indicates that the pixel is covered by the sketched area and
0 means that the pixel is outside the area. Figure 5 illustrates
the process for generating the mask. At first, the user places
strokes on the screen and a closed curve is obtained. Next,
we fill the enclosing area using the stencil buffer with a 1-bit
The vertex buffer (1) contains all particles collected from the
histogram pre-classification phase. It is not deleted unless
the intensity range has been redefined. This enables the system to quickly fetch the target particles whenever a sketched
region shall be resolved. This mechanism prevents unnecessary traffic of particles traveling across the system bus for every processing cycle. The texture coordinate buffer (2) stores
a 2D array of screen coordinates (0, 0), (0, 1), ..., (s, t), ...,
(height - 1, width - 1). Each particle is mapped to a screen
coordinate using the associated texture coordinate. During
the execution of the processing pipeline, we redirect every
particle to its designated screen location.
c The Eurographics Association 2006.
H. L. J. Chen & F. F. Samavati & M. C. Sousa & J. R. Mitchell / Sketch-based Volumetric Seeded Region Growing
taining indices of the selected particles and the other one for
the non-selected particles. These index buffers are then sent
and stored in the GPU texture memory for the next processing cycle as well as for rendering purposes. In subsequent
sketch operations, the index buffer (8) (storing the indices
of the previously selected particles) is used to index into the
vertex buffer when the ’fetch particles’ command has been
5. Seeded Region Growing
Figure 6: Sketch system implemented in GPU.
4.2.2. The Vertex and Fragment Programs
The vertex shader (3) is used to perform the particle coordinate transformation. In order to rasterize the current vertex
(e.g. rendered as a 3D point) to the designated fragment location, we swap the incoming attributes as follows. The vertex
(input) is multiplied by the model-view matrix, and the result
is assigned to the texture coordinate (output). The accompanied texture coordinate (input) is multiplied by the projection matrix, and the result is assigned to the position (output). After the vertex shader has finished processing, both
the resulting texture coordinate and position are rasterized
and passed onto the fragment shader.
The fragment shader (4) performs the masking operation
and assigns a pre-defined render color if the mask value is
valid. The input texture coordinate (i.e. the particle’s position assigned by the vertex shader) is adjusted with respect
to the projection parameters and the value is looked up from
the computational mask stored as a stencil buffer texture (5).
If the texture look-up results a value of 1, then the particle processed by the current fragment program is inside the
sketched region; otherwise, it is outside.
4.2.3. Parameter Calculations
Note that we only need one bit in the off-screen buffer (6) to
store the selection information (i.e. one being selected, and
zero being not selected). For a typical off-screen color buffer
with RGBA components, and each component having 8-bit
resolution, it is possible to encode 320,000 particle selections information by adding all renderp
colors. Thus, the required off-screen buffer dimension is d N/32e, where N is
the total number of particles to be processed from the vertex
buffer. The calculated buffer dimension becomes the width
and height of the off-screen buffer.
After describing a rough estimate of the target area using the
sketch-based volume cutting, the user can navigate the volume and place a seed point directly on the visible surface
to obtain an accurate segment. To find out the seed location in the 3D object-space from a 2D input device (e.g. the
mouse), we use an intuitive interface that is consistent with
our sketch-based system. In this interface, the user inputs a
visible voxel (particle) by clicking the mouse on the screen.
The entered pixel can be associated with several particles in
various depths and we need to find the best candidate. To do
this, we extend the pixel area to a larger rectangle whose extrusion in the volume contains all the involved particles (see
Figure 7). To extrude the rectangle in the volume, we use the
same technique as described in section 4. After determining all the involved particles, we select the one that has the
shortest distance to the entered seed point (Figure 7). The
selected particle is then used as the actual 3D seed point. For
the region growing algorithm, we start from the seed point as
the current voxel and move to adjacent voxels with intensity
values close to the current intensity. We use the breath-first
search algorithm as appears in the context of graph traversing techniques [CLRS01]. This approach helps to maintain
a balanced and coherent growth. We use a threshold for the
closeness of the intensities. It is obvious that the growing
process can be sensitive to thresholds and the resulting region can be dramatically enlarged when the threshold is increased by one or two scales. However, as a benefit of our
volume cutting tool, we can constrain the growing region to
be inside of the cut sub-volume as a rough estimate of the
desired region.
Figure 7: Searching the seed point.
4.2.4. Composing the Result
6. Rendering
Finally, the CPU (7) receives the texture and decodes the
selected particles to construct two index buffers, one con-
In our approach, we adapt the splatting technique [Wes91]
for direct volume rendering using GPU programming. For
c The Eurographics Association 2006.
H. L. J. Chen & F. F. Samavati & M. C. Sousa & J. R. Mitchell / Sketch-based Volumetric Seeded Region Growing
rendering the volumetric data, each particle associated with
a voxel is rendered as a square texture using the OpenGL
hardware accelerated point sprite. Point sprite enables us
to send only a single vertex information for each particle
(voxel) through the rendering pipeline. We adapt the Gaussian kernel as our texture generation function (Figure 8, left).
In the fragment shader, we simply check the incoming
opacity value and discard the current fragment if alpha is
less than 0.2. We adapt two rendering modes for point-based
splatting: X-ray and surface modes (Figure 8, middle and
right, respectively).
Figure 8: (left to right) Disk texture with Gaussian distributed transparency values. Different rendering of the
brain: X-ray and surface modes.
The X-ray mode accumulates all fragments to compute
the final pixel value with the following OpenGL formulation: I f (x) = αnew (x)Inew (x) + I f (x) [XC04]; where I f (x) is
the frame-buffer intensity value at pixel location x, Inew (x) is
the incoming fragment value, and αnew (x) is the opacity of
the new fragment. We use glBlendFunc(GL_SRC_ALPHA,
GL_ONE) to perform the accumulation [XC04].
In order to render particles and obtain a surface representation, we apply a two-pass rendering technique that consists of the visibility pass followed by the shading pass
[BHZK05]. During the visibility pass, we perform the socalled ε-test operation. For implementing the ε-test, we perform the following steps. First, we scale all the particles
with the value of ε in the negative z-direction. Then we render to the depth buffer and turn off the color buffer. During the shading pass, we perform lighting computation for
each particle processed by the vertex shader. Note that in
both passes, we discard fragments whose opacities are less
than 0.2. We also combine the X-ray mode and the surface
mode to form the hybrid mode as follows: (1) render the particles (X-ray mode) to the frame buffer using alpha-blending
with no lighting and (2) render the particles (surface mode)
and perform the visibility pass and the shading pass respectively. However, during the visibility pass while rendering
the surface mode particles, we enable writing to both the
depth buffer and the color buffer. In the fragment shader, we
output black pixels for all fragments processed (i.e. to overwrite the X-ray mode particles).
Figure 9: Sketch types: (a) rectangular strokes, (b) elliptical
strokes, and (c) free-form strokes.
7. Results and Discussions
All the results were generated on an AMD Anthlon
64 X2 3800 with a GeForce 7800 GT, 256 MB card.
We selected raw volumetric datasets of the brain (MRI,
152x154x181), skull (MRI, 2563 ), and angiography (3T
MRT, 256x320x128).
For all datasets, the sketch response time (SRT) was below 1 second. From loading a full-range histogram, Figure
2 shows the segmentation of grey and white matter of the
left hemisphere of the brain (SRT = 0.384 sec). Figure 9
illustrates the before/after effects on the brain dataset after
sketching rectangular, elliptical and free-form ROIs (SRT
= 0.515, 0.392 and 0.384 sec, respectively). Figure 10 (top
row) shows a successful segmentation of the right ventricle
with SRT = 0.267 sec. Figure 10 (bottom row) illustrates a
series of volume cutting after free-form sketched ROIs (SRT
= 0.261 sec) and the resulting segmented portions of the
teeth. With the 3T MRT time-of-flight angiography dataset
of a human head (Figure 11), we were able to quickly segment the carotid and cerebral arteries with SRT = 0.224 sec.
Our system also allowed a real-time preview of seed locations as the user moves the mouse. The interactive rate of
seed searching was achieved by utilizing the core system implementation and from the aid of GPU. Note that in order to
obtain smooth sketching lines, we froze the background rendering (i.e. the volume splatting) by saving the entire scene
to a texture. Thus when the user placed strokes on the screen,
c The Eurographics Association 2006.
H. L. J. Chen & F. F. Samavati & M. C. Sousa & J. R. Mitchell / Sketch-based Volumetric Seeded Region Growing
we rendered the screen-sized texture first followed by the
ROI strokes.
8. Conclusion and Future Work
We presented a novel interface for volume segmentation
based on seeded region growing. Instead of the traditional
way of browsing from hundreds of cross-sectional slices, we
proposed a sketch-based interface for interactive volume exploration and navigation for the ROI. We provided real-time
rendering when the user interacts and places the seed point
from a truly 3D environment. More importantly, our sketchbased system constrained the region grow from the cut subvolume to enforce focus-of-attention. In designing from a
particle system perspective, our approach can be easily extended to a number of applications including other pointbased systems, polygonal meshes, and irregular volume with
changing topology.
Future improvements include extending our system with
other algorithms for sketch-based volume manipulation. It
would also be useful to have the capability of multiple
sketched ROIs assigned in different regions of the volume
to allow, for instance, better control of the level of detail
in selected regions of the dataset. The criteria that we used
to judge the quality of the results were solely based on our
observations on the speed and flexibility of volume data cutting, exploration, and seed planting/growing control. It is important to conduct more formal evaluations and user/clinical
studies to provide quality sketch-based volume segmentation
tools for professionals in medical science.
[AB94] A DAMS R., B ISCHOF L.: Seeded region growing.
IEEE Trans. on PAMI 16, 6 (June 1994), 641 – 647.
KOBBELT L.: High-quality surface splatting on today’s
gpus. In Proc. of the Eurographics Symposium on PointBased Graphics ’05 (2005).
R. L., S TEIN C.: Introduction to Algorithms. MIT Press
and McGraw-Hill, 2001.
[Fra] F RANKLIN W. R.: Pnpoly - point inclusion in
polygon test.
[Hai94] H AINES E.: Point in polygon strategies. Graphics
Gems IV (1994), 24–46.
[KD98] K INDLMANN G., D URKIN J.: Semi-automatic
generation of transfer functions for direct volume rendering: Methods and applications. In Proc. of Visualization
’98 (1998), pp. 79 – 86.
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[KQ03] K IRBAS C., Q UEK F.: Vessel extraction techniques and algorithms: a survey. In Proc. of Bioinformatics and Bioengineering ’03 (2003), pp. 238 – 245.
[ONI05] OWADA S., N IELSEN F., I GARASHI T.: Volume catcher. In Proc. of the Symposium on Interactive
3D graphics and games ’05 (2005), pp. 111 – 116.
I GARASHI T.: A sketching interface for modeling the
internal structures of 3d shapes. In Proc. of 3rd International Symposium on Smart Graphics (2003), pp. 49 –
I GARASHI T.: Volumetric illustration: Designing 3d
models with internal textures. Proceedings of ACM
SIGGRAPH(SIGGRAPH2004) (2004), 322–328.
[PXP99] P HAM D. L., XU C., P RINCE J. L.: A survey of
current methods in medical image segmentation. In Technical Report JHU/ECE 99-01, The Johns Hopkins University (1999).
[RK82] ROSENFELD A., K AK A.: Digital picture processing. New York Academic Press 2 (1982), 138 – 145.
Fast volume segmentation with simultaneous visualization using programmable graphics hardware. In Proc. of
IEEE Visualization ’03 (2003), pp. 171 – 176.
Gpu-based volume segmentation. In Proc. of IVCNZ ’05
(2005), pp. 171 – 176.
[TLM03] T ZENG F.-Y., L UM E. B., M A K.-L.: A novel
interface for higher-dimensional classification of volume
data. In Proc. of IEEE Visualization ’03 (2003), pp. 505 –
[Wes91] W ESTOVER L.: Splatting: A Parallel, FeedForward Volume Rendering Algorithm. PhD thesis, Department of Computer Science, University of North Carolina at Chapel Hill, 1991.
OpenGL Programming Guide Third Edition.
Addison-Wesley Publishing Ltd, 1999.
[XC04] X UE D., C RAWFIS R.: Efficient splatting using
modern graphics hardware. Graphics Tools 3, 8 (2004),
C HEN B.: Volume cutout. The Visual Computer (Special
Issue of Pacific Graphics 2005) 21, 8-10 (2005), 745–754.
H. L. J. Chen & F. F. Samavati & M. C. Sousa & J. R. Mitchell / Sketch-based Volumetric Seeded Region Growing
Figure 10: Segmentation of right ventricle (top) and partial teeth (bottom). (a) Raw volume, X-ray, with sketched-region. (b)
Resulting cut, rotating the view, new sketch. (c) Resulting cut, rotating the view, plating the seed. (d) Region growing contained
within sketched/resulting volume from (c).
Figure 11: Segmentation of carotid and cerebral arteries. (a) Raw volume, X-ray, with sketched-region. (b) Resulting cut,
rotating the view, plating the seed on the arterial branch. (c,d) Region growing contained within sketched/resulting volume from
c The Eurographics Association 2006.
Illustrative Deformation of Volume Data
Carlos D. Correa
Computer Science Department, University of California, Davis
1 Introduction
The purpose of visualization is to gain understanding of 3D structures through images. Although many rendering techniques have been proposed for this purpose, the effective visualization remains a challenging task, due to occlusion,
clutter and noise. Solutions to this problem include rendering techniques, abstraction and interaction. Here, we explore
a different approach, where the user can manipulate the data set directly. We call this type of manipulation Illustrative
Deformation. The term illustrative can be understood in two ways. One, in the sense that the deformation is inspired
by the types of operations that are often depicted in scientific illustration, such as peels and incisions, which are used to
improve visibility of features or to better depict a procedure. But also, since the purpose of deformation is to improve
visualization, it does not need to be physically correct, but it can be defined empirically. In this tutorial, we will describe
a generic pipeline for obtaining such deformations on volumetric models at interactive rates.
2 Rendering Deformation
Deformation refers to the change in time of the position and orientation properties of graphical elements. There has
been a considerable amount of research of deformation of surface meshes, where deformation is obtained by directly
transforming the vertices of the mesh. Volumetric data sets, in contrast, are represented using voxels, three-dimensional
points that include appearance properties, such as opacity and color. Unlike surface meshes, connectivity information is
not explicit, which complicated the creation of meaningful deformations. Methods for volume deformation, often coupled
with the rendering process, include ray deflectors [14], free-form deformation [2], pre-defined point-wise deformation
[16], splitting operations [13], and chain-mail algorithms [10]. These methods can be considered as empirical, as opposed
to physically based methods. Early approaches addressed deformation at the modeling stage [12, 11, 15, 8, 9]. Due to
the large size of volumes and the sampling considerations, it is more practical to couple deformation and rendering in a
single stage. For a more complete survey, refer to Chen et al.’s [3] and Nealen et al.’s surveys [17].
In general, we can defined deformation as a mapping TF : R3 7→ R3 , such that, for a given point p , we can obtain
a new position p0 = TF (p). We denote TF as a forward transformation. Let PV be the set of all points p in the volume
representation V of an object. After deformation, we obtain a new set PV0 = {p0 |∀p ∈ PV , p0 = TF (p)}. The new axisaligned bounding volume for all the points in PV0 , denoted as V 0 , is called the deformed volume. Forward transformation
is of limited use in the deformation of volumetric objects due to the impracticality of using each voxel as a primitive.
Instead, volume deformation is commonly implemented using space warping techniques. We distinguish two different
types of methods: indirect and direct space warping. At the core of these two is the idea that volume rendering is obtained
by sampling the deformed volume V 0 .
Indirect Space Warping. Indirect or proxy-based space warping is obtained by defining a set of control points which
are deformed using a forward transformation. The set of deformed control points are then used to “reconstruct” the
embedded volume in the new configuration, usually via interpolation. This is depicted in Figure 1(a). Methods in this
category include free-form deformation [24], direct deformation of trilinear patches [19] and skeleton-based deformation
techniques [9, 20, 21]. Extending these methods to include cuts is more difficult, as the proxy geometry needs to be
tessellated [14].
Direct Space Warping. To avoid dealing with complex tessellation, deformation can be defined as a point-wise warping
of the volume. In this case, we need and inverse transformation TF−1 so that, for each point p0 ∈ PV0 we obtain p = TF−1 (p0 ).
This approach was been applied to ray tracing systems in the form of ray deflectors [14] and spatial transfer functions
(STF) [4]. Direct space warping techniques extend easily to model cuts, by tagging points that do not contribute to the
final image. Let PV0 0 be the collection of all points in V 0 . Since PV0 is a set of all points located in V 0 with a pre-image in
V , the empty space in V 0 is thus defined by a set of points Pempty
= PV0 0 − PV0 . Instead of using the inverse transformation,
we warp each point with a backward transformation TB , defined as:
TF−1 (p0 ) p0 ∈ PV0
p = TB (p ) =
p0 ∈ Pempty
where ∅ denotes a null position, indicating a point that does not have an origin prior to the manipulation. In general, such
points are considered empty, or completely transparent. We thereby assume that, for purposes of rendering, f 0 (∅) = 0.
This method is depicted in Figure 3(a). .
(a) Indirect Space Warping
(b) Direct Space Warping
Figure 1: Space warping techniques for Volume Deformation
3 Illustrative Deformation Pipeline
The purpose of this tutorial is to develop the foundations for building a generic volume deformation pipeline. Because
of the ability to generate high quality rendering, we focus on direct space warping. The key concept for deforming
volumetric objects is that deformation is part of the rendering process. The rendering process, as depicted in Figure 2,
is composed of the following stages: (1) displacement setup, usually as a pre-process, where deformation templates are
defined, (2) Volume slicing, where the volume is divided into view-aligned slices (3) for each pixel generated by slicing,
we perform warping and sampling to obtain the deformed sample values, (4) lighting and finally (5) compositing.
Displacement Setup. Before applying a deformation, we define a series of templates, inspired by surgical tools and
manipulation operators, which are encoded as displacement maps. Example operations are peeling, bending and cutting.
Displacement maps are textures that define a spatial displacement rather than a color attribute, and are widely used to add
detail to surface models [5, 18, 22]. Here, we introduce a generalized notion of a displacement map, which allows for
unconventional features such as unorthogonal and discontinuous displacements [7]. To create a displacement texture, D
we first specify the forward operation D B procedurally, and then sample its inverse transformation D = D C at discrete
positions. Because of the presence of cuts, the inverse may not be defined for all points in the domain of the deformation,
so D is extended such that at least C0 continuity is obtained. This is done by creating an alpha mask, where a value of
1 means that the point has a pre-image in the co-domain of D B and 0 otherwise. To avoid aliasing artifacts due to the
binary mask, we define the final alpha mask A as its distance field.
Warping and Sampling. In order to determine the displaced volume, we slice the proxy scene geometry into vieworiented slices. The bounding box of V 0 can easily be found by combining the bounding boxes of the object(s) and their
displacements. For every pixel generated, the warped coordinate is then computed as:
p = TF−1 (p0 ) = p0 + D(p0 )
Next, we sample the scalar field f at the position p and retrieve the volume values. Finally, in order to handle discontinuities, we sample the alpha mask A at the position p0 and modulate the pixel’s color components with the mask, as
f (p) A(p) ≥ 0
0 0
f (p ) =
The use of a smooth map to define continuity ensures that the surfaces of cuts are rendered with high-quality and without
aliasing artifacts.
Displaced Surface Normal. In order to properly shade the object, we need the normal information at each point.
Since we store objects as volumes, normals can be obtained using finite differences or can be pre-computed and stored
in a 3D texture. Because of deformations, normals need to be computed in deformed space, or transformed from the
original normals. Because of speed and quality, it is better to transform the normals. The new normal at p0 can be
obtained by transforming the original one at p using the Jacobian of the deformation, as proposed by Barr [1]. The
normal transformation is as follows:
(p0 ) − (p)
n (p ) = (I + JD )> →
where →
n (p) is the original undeformed normal, J is the Jacobian of the displacement field and I is the identity matrix.
Another type of normal is the one introduced by a cut, since new surfaces may appear. To adjust the normal at the surface
without introducing aliasing artifacts, we gradually correct the normal in the vicinity of the cut to the desired normal, via
(p0 )
n (p) + (1 − ω )∇A
n (p ) = ω (I + JD )> →
where ω ∈ [0, 1] is a blending factor. This blending mechanism is similar to the solution proposed by Weiskopf et al. [23]
for volumetric cutaways.
View direction
warped point
Figure 2: Overview of Illustrative Deformation of volumes
Overview of the algorithm
In summary, the algorithm for illustrative deformation is as follows:
Algorithm 3.1: D EFORMATION A LGORITHM(...)
for each
p0 ∈ B
 sample
p ← p + D(p0 )
← V (p)
D ← A(p )
c, α ← C LASSIFY A ND L IGHT(s, n0 )
αD ≤ 0
 then α = 0
The function call Estimate Original Gradient can be implemented using finite differences, or sampling from a precomputed gradient volume. The function call Transform Normal applies the operation in Eq.(4), and the function call
Classify and Light maps density values to color and opacity, based on transfer functions and a local illumination model.
This algorithm can be easily implemented on a GPU-based volume renderer, as part of the pixel shader. For a texturebased renderer, the bounding volume B is sliced in a view-aligned manner. For a GPU raycaster, each pixel generates a
ray, which is sampled along the view direction to generate the points p0 .
Interaction with Displacement Maps
An important aspect of this approach, is the ability to deform volumes at interactive rates. Displacement maps can be
thought of as warping objects that can be moved, rotated or scaled arbitrarily within the target volume. For example, by
translating a peeling tool, the user can interactively open and close a peeled region from a volume. By scaling a cutting
operation, the user can increase or decrease the size of the incision.
We can generalize this notion by allowing affine transformations to be performed on the sample points before deformation, i.e. as an extra warping operation. We can extend the displacement equation to:
p̂ = M × M−1 p̂0 + D(M−1 p̂0 )
where M is a 4 × 4 affine transformation and the points are given in homogeneous coordinates. The normal transformation
when undergoing this type of coordinate transformation is given by the concatenation of the transpose of the Jacobians
of the coordinate transformation [7], which leads to:
n (p ) = (S−1 × R) (I + JD )> (R> × S) →
n (p)
Where the affine transformations is represented as a rotation (R) followed by a scaling (S) and a translation (T) , i.e.,
M = T × S × R.
1. p = TB(p’)
2. p = p’
3. p =
(a) Cuts for axis-aligned deformation
(b) Cuts with mask-based deformation
Figure 3: Simulation of cuts with direct space warping
This transformation via affine matrix is an efficient mechanism for controlling the shape, position and orientation of
a displacement map. Since this method only involves multiplication of constant matrices, this is an efficient alternative
for controlling the displacement in an interactive application.
4 Feature Aligned Deformation
Because the above algorithm works directly on the volume data, it is insensitive to features of interest. In many cases,
it is desired to align an operator so that it follows a surface of interest. But since objects of interest can be complex, a
geometric transformation of the deformation may be difficult to derive. Instead, a masking operator yields acceptable
results. The key idea is to modulate the deformation so that certain tagged points do not undergo deformation. In order
to do that, we introduce a masking function M, which defines the feature-sensitivity of points in the original volume V ,
and is typically represented by a volume data set. When M(p) < 0, p is part of the feature to be preserved, and cannot be
transformed. Let PV be the set of points of the original volume and PV0 the deformed set of points. Let PM be the subset
of PV , such that PM = {p|p ∈ PV , M(p) < 0}, and VM is an axis-aligned bounding volume of PM . Any point not in PM is
operatable [6].
Modified Warping. In feature-aligned deformation, an inversely transformed point p0 may have been masked as nonoperatable by M, which results in empty space. To handle the complexity of this inverse mapping, we introduce an initial
“probe” p0 = TB (p0 ). We then obtain the warped position p by taking the feature mask into account as:
p p ∈ PV ∧ (M(p ) ≥ 0 ∧ M(p ) ≥ 0)
p = p0 p0 ∈ PV ∧ M(p0 ) < 0
∅ otherwise
These three cases are shown in Figure 3(b), namely: (1) the point is transformed, (2) the point is masked and therefore
untransformed, and (3) the point is empty due to the feature-aligned cut. One example definition of a mask is a distance
field of a feature of interest, such that it is positive in the interior of the object and negative on the outside. Points lying in
the surface of the feature have mask value zero.
Modified Normal Estimation. Similar to the original algorithm, the normals must be transformed. However, the
normal at a point is influenced by an additional factor, which is the case for those points in the vicinity of the surface of
the feature of interest. This can be done in two consecutive blending operations. The first blending is defined in Eq.(5),
which adjusts the normal near cuts. The second blending adjusts the normal near the surface of the feature of interest.
The final normal at a point is then a combination of this adjusted normal and the normal of the surface ∇M .
n (p )
= β1 −
n ∗T + β2 ∇M
where the weighting factors β1 and β2 are chosen so that the normal for a point in the surface of an object is ∇M , and for
a point in the underside of the volume after removing the feature (when undergoing deformation) is −∇M .
(a) CT Head peel
(b) Forefoot incision
Figure 4: Comparative Results of Illustrative Deformation Methods
Overview of the modified algorithm
We now modify the original deformation algorithm, to account for the mask defining features of interest.
for each sample p0 ∈ B
p ← p + D(p )
m ← M(p )
αD ← A(p0 )
if m ≥ 0
m ← M(p)
if m < 0
then αD ← 0
p ← p0
αD ← 1
s ← V (p)
n0 ← A DJUST N ORMAL(n0, m)
c, α ← C LASSIFY A ND L IGHT(s, n0 )
if αD ≤ 0
 then α = 0
The main difference with the original algorithm is the explicit handling of cases for finding the proper deformed point,
as depicted in Figure 3(b). In addition, a new function call Adjust Normal is required to apply the extra transformations
shown in Eq.(9).
5 Example Illustrations
Figure 4 shows a comparative table of applying mask-based deformations to two CT data sets, showing the original
volume, the axis-aligned deformation, and feature-aligned deformation. On the left, we see a peeler deformation applied
to the CT head data set, and an incision on a forefoot CT data set on the right. Figure 5(a) shows an application of a
continuous deformation. In this case, we simulate an illustration of a whiplash action, with a bending operation. Figure
5(b) shows an illustration of one stage of a craniotomy. We applied this to the CTHead data set, after an approximate
segmentation of the skull, and also to a portion of the segmented Visible Man data set. Figure 5(c) illustrates two stages
in a frog dissection procedure, where the user can interactively control the size and depth of the incision tool.
6 Summary
This part of the tutorial described a general pipeline to obtain illustrative deformations. This type of manipulations are
often found in surgical illustration, where the depiction of cuts and deformation help understand a procedure, provide
context, or elucidate the shape of an object. We showed a practical specification of deformations using displacement
maps, which can be implemented efficiently in contemporary programmable hardware using 3D textures. To obtain high
(a) Illustration of whiplash injury
(b) Illustration of a craniotomy
(c) Virtual frog dissection
Figure 5: Example Illustrative Deformations
quality rendering of deformed volumes, we make use of mask volumes to (1) control the shape of cuts to avoid aliasing
artifacts and (2) preserve features of interest. We also showed a series of transformations to adjust the normals so that
the isosurfaces of interest are correctly depicted and lit according to a local illumination model. Through a number of
examples, we have shown the flexibility and operatability of these methods, and how illustrative deformation can be
achieved at interactive rates.
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Example-based Illustrative
Modeling and Rendering
™Learn from examples for case that are
difficult to represent and model
ƒ Existing 2D illustrations
ƒ Existing models and datasets
Wei Chen,
[email protected]
Zhejiang University, Purdue University
™ Fulfill example-based illustration by means of
Computer-generated illustration
Data Acquisition
ƒ Shape deformation
ƒ Texture synthesis
™ Shape and shape variations by examples
Data Manipulation
3D Analogy
3D Deformation
2D Analogy
ƒ Convey objects from measured datasets
ƒ Interactive shape manipulation
ƒ Example-based shape transfer
™ Appearance and rendering styles by examples
ƒ Texture synthesis and transfer
ƒ Rendering styles by examples
2D Deformation
Modeling from measured data
Modeling from measured data
™Boundary shapes
ƒ Iso-surface [Lorrence87]
ƒ Volumetric image processing [Whitaker00]
ƒ Transfer function-based [Kitware]
™Structural information
ƒ CT [Dong05]
ƒ DTI [Wenger04]
DTI data
Visible Human
Fiber illustration
Modeling from measured data
Interactive manipulation
™Texture and appearance
ƒ Vision [Dorsey04]
ƒ Capture [Gross07]
™Volume deformation
ƒ See Carlos D. Correa
Interactive manipulation
Example based shape transfer
™Surface deformation
ƒ Freeform deformation
ƒ Skeleton deformation
ƒ Mesh deformation
™3D to 3D [Sorkine04, Yu04]
ƒ Transfer locally encoded details
δi =
∑ (v
v∈N ( i )
− v)
( v i − v ) ds
len(γ ) v∫∈γ
Example based shape transfer
Example based shape transfer
™2D to 3D [Zelink04]
ƒ Using curves to modify surface contour
™2D to 3D [Zhou06]
ƒ Using curves to drive deformation
Example based shape transfer
Example based shape transfer
™2D to 3D [Chen07]
ƒ Using curve to drive deformation
™2D to 3D [Chen07]
ƒ Using distance field to convert surface to data
to get smooth boundary effects
Live demo
Example based shape transfer
™3D stylization from 2D example
ƒ Context curves, silhouette, feature points,
local geometric details
Video demo
Example based shape transfer
Example based shape transfer
™2D deformation by example
ƒ Differential based 2D mesh manipulation
™2D deformation by example
ƒ Example-based shape manipulation
Example based shape transfer
Example based deformation transfer
™2D deformation by examples
ƒ Flexible post-process to modify the results
™3D to 3D [Sumner04]
Video demo
Example-based appearance transfer
Example-based appearance transfer
™Color transfer [Lu05]
ƒ Simple representation and similar distribution
™2D texture synthesis [Owada04]
Example-based appearance transfer
Example-based appearance transfer
™Surface texture synthesis [Gorla03]
™ Solid texture synthesis [Lu05]
ƒ Simulate styles of professional illustrators
ƒ Simplify user interaction
Example-based appearance transfer
™ Solid texture synthesis [Dong05]
ƒ Synthesize the texture guided by the vector field from visible human
Example-based appearance transfer
™Solid texture synthesis [Lu07]
ƒ Wang cube for non-periodic patterns
Colon & Pelvis
Example-based appearance transfer
™Rendering styles transfer
™Transfer intrinsic features from
multiple sources
™Employ multiple styles in
Hatching by example [Jodoin02]
Stippling by example [Barla06]
Lightmap [Bruckner07]
™Always keep the user in the
interaction loop
™Image courtesy:
ƒ VTK, Feng Dong, Keipfer Wenger, Julie Dorsey, Marcus Gross, Carlos
Correa, Thomas Sederberg, Tao Ju, Yizhou Yu, Wolfram von Funck,
Robert Sumner, Orga Sorkine, Kun Zhou, Pierre-Marc Jodoin, Shigeru
Owada, Aidong Lu, Pascal Barla, Gabriele Gorla, Nikolai Svakhine,
Stefan Bruckner
ƒ David S.Ebert, Aidong Lu, Song Zhang, Guanghua Tan, Ligang Liu,
Nikolai Svakhine, Xiao Liang, Stephen Correia
ƒ NSFC: (No.60503056, 60503050, 863 program: (No. 2006AA01Z314)
ƒ NewStar Project of Zhejiang University
[email protected]
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