Visualització del Volum

Crèdits
6
Tipus
Optativa
Requisits
Aquesta assignatura no té requisits, però té capacitats prèvies
Departament
CS

Hores setmanals

Teoria
2
Problemes
0
Laboratori
1.2
Aprenentatge dirigit
0.4
Aprenentatge autònom
6.6

Objectius

  1. By the end of the course, students should be able to know the main concepts behind visualization and representation of volume models in scientific applications (mainly in medical applications). More specifically they will be able to undestand and program algorithms for:
    Competències relacionades:
    Subcompetences:
    • Direct volume visualization algorithms.
    • Classification and Segmentation of volume data
    • Multiresolution represention of volume models.
    • Classification and Segmentation of volume data
    • Medical applications.
    • Multiresolution represention of volume models.
    • Isosurface extraction.
    • Isosurface extraction.
    • Direct volume visualization algorithms.
    • Medical applications.

Continguts

  1. Introduction to volume visualizacion
    Presentation of basic principles of volume modeling and visualization, the visualization pipeline and some scientific applications.
  2. Volume data representation
    Presentation and discussion of discrete volume respresentation and interpolation and filtering techniques.
  3. Iso-surface extraction
    Presentation of the main algorithms for extracing iso-surfaces from a scalar volume data-set. Marching-cubes based techniques.
  4. Volume visualization
    Presentation of the main algorithms of direct volume rendering, including 3D textures and ray-casting. Transfer fuctions. GPU-based ray-casting. Introduction to vector field visualization.
  5. 3D Medical Imaging
    Presentation of acquisition techniques (CT, MRI,...), basic segmentation algorithms, fusion of medical data. Applications.
  6. Large Volume Data
    Difficulties for rendering and representing current volume datasets in GPUs. Presentation of some proposed solutions: multiresolution representations, wavelets, compression algorithms, thin-client approaches. Visualization in mobile devices.

Activitats

Activitat Acte avaluatiu


Classes de teoria

Material will be presented in lectures along the term. You are expected to conduct complementary readings to be presented at a later date or turned in.

Teoria
30h
Problemes
0h
Laboratori
0h
Aprenentatge dirigit
0h
Aprenentatge autònom
30h

Implementació d'algorismes seleccionats

A selection of relevant algorithms will be assigned to implement in Lab sessions and on your own, in VTK and C++. You may be required to present your solution in class.

Teoria
0h
Problemes
0h
Laboratori
15h
Aprenentatge dirigit
0h
Aprenentatge autònom
45h

Projecte

The students will have to complete a programming project involving a GPU-based ray-casting algorithm. This project will be either be presented ans discussed at a later date or turned in for grading.

Teoria
0h
Problemes
0h
Laboratori
3h
Aprenentatge dirigit
0h
Aprenentatge autònom
20h

Examen Final

At the end of the term, the students will have a final exam, which may be a take-home,

Setmana: 18
Tipus: examen final
Teoria
0h
Problemes
0h
Laboratori
0h
Aprenentatge dirigit
0h
Aprenentatge autònom
0h

Metodologia docent

The professor provides theoretical lectures where the most important concepts are introduced; moreover supplement material will be provided.
During the laboratory class, the students will receive the guidelines for the analysis and implementation of their programming assignments and will have time to work in their assignments with the teacher supervision when needed.

Mètode d'avaluació

The students will be marked for their attendance and participation in class (including the presentation of papers and their discussion), yielding a mark "Class".

Another grade will stem from the student's implementations of selected algorithms (including occassionally their presentation of their solution in a laboratory class), yielding a mark "Lab".

"Project" is the mark for the programming project.

Finally, students will receive a third mark based on their performance in the final exam, yielding "Exam".

The final grade for the course will be computed as:

Final Grade = 0.2 Class + 0.4 Lab + 0.2 Project + 0.2 Exam

Bibliografia

Bàsica:

Complementaria:

  • A Survey of Volumetric Illumination Techniques for Interactive Volume Rendering - Daniel Jönsson, Erik Sundén, Anders Ynnerman, Timo Ropinski , Computer Graphics Forum , 2013.
  • The Visualization Toolkit : an object-oriented approach to 3D graphics - Schroeder, Will; Martin, Ken; Lorensen, Bill, Kitware , cop. 2002. ISBN: 978-1930934078
    http://cataleg.upc.edu/record=b1244232~S1*cat

Web links

Capacitats prèvies

The course assumes advanced C++ and GPU progamming skills, and computer graphics.
Completing, for instance, FRRU an AM should provide enough background.