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        "title": "Bone Segmentation in CT-Angiography Data Using a Probabilistic Atlas",
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        "abstract": "Automatic segmentation of bony structures in CT angiography datasets is an essential pre-processing step necessary for most visualization and analysis tasks. Since traditional density and gradient operators fail in non-trivial cases (or at last require extensive operator work), we propose a new method for segmentation of CTA data based on a probabilistic atlas. Sorting densities and masks of previously manually segmented tissues to the atlas can constitute a statistical information base for latter accurate segmentation. In order to eliminate dimensional and anatomic variability of the atlas input datasets, these have to be spatially normalized (registered) first by applying a non-rigid transformation. After this transformation, densities and tissue masks are statistically processed (e.g. averaged) within the atlas. Records in the atlas can be later evaluated for estimating the probability of bone tissue in a voxel of an unsegmented dataset.",
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        "title": "3D Watershed Transform Combined with a Probabilistic Atlas for Medical Image Segmentation",
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        "abstract": "Recent advances in medical imaging technology using multiple detector-row computed tomography (CT) provide volumetric datasets with unprecedented spatial resolution. This has allowed for CT to evolve into an excellent non-invasive vascular imaging technology, commonly referred to as CT-angiography. Visualization of vascular structures from CT datasets is demanding, however, and identification of anatomic objects in CT-datasets is highly desirable. Density and/or gradient operators have been used most commonly to classify CT data. In CT angiography, simple density/gradient operators do not allow precise and reliable classification of tissues due to the fact that different tissues (e.g. bones and vessels) possess the same density range and may lie in close spatial vicinity. We hypothesize, that anatomic classification can be achieved more accurately, if both spatial location and density properties of volume data are taken into account. We present a combination of two well-known methods for volume data processing to obtain accurate tissue classification. 3D watershed transform is used to partition the volume data in morphologically consistent blocks and a probabilistic anatomic atlas is used to distinguish between different kinds of tissues based on their density.",
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        "title": "Accuracy Evaluation of Different Centerline Approximations of Blood Vessels",
        "date": "2003-11",
        "abstract": "Accurate determination of the central vessel axis is a prerequisite for automated arteries diseases visualization and quantification. In this paper we present an evaluation of different methods used to approximate the centerline of the vessel in a phantom simulating the peripheral arteries. Six algorithms were used to determine the centerline of a synthetic peripheral arterial vessel. They are based on: ray casting technique using thresholds and maximum gradient-like stop criterion, pixel motion estimation between successive images called block matching, center of gravity and shape based segmentation. The Randomized Hough Transform and ellipse fitting using Lagrange Multiplier have been used as shape based segmentation techniques, fitting an elliptical shape to a set of points. The synthetic data simulate the peripheral arterial tree (aorta-to-pedal). The vessel diameter changes along the z-axis from about 0.7 to about 23 voxels. The data dimension is 256x256x768 with voxel size 0.5x0.5x0.5mm. In this data set the centerline is known and an estimation of the error is calculated in order to determine how precise a given method is and to classify it accordingly.",
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        "title": "Accuracy Evaluation of Different Centerline Approximations of Blood Vessels",
        "date": "2003-11",
        "abstract": "Accurate determination of the central vessel axis is a prerequisite for automated arteries diseases visualization and quantification. In this paper we present an evaluation of different methods used to approximate the centerline of the vessel in a phantom simulating the peripheral arteries. Six algorithms were used to determine the centerline of a synthetic peripheral arterial vessel. They are based on: ray casting technique using thresholds and maximum gradient-like stop criterion, pixel motion estimation between successive images called block matching, center of gravity and shape based segmentation. The Randomized Hough Transform and ellipse fitting using Lagrange Multiplier have been used as shape based segmentation techniques, fitting an elliptical shape to a set of points. The synthetic data simulate the peripheral arterial tree (aorta-to-pedal). The vessel diameter changes along the z-axis from about 0.7 to about 23 voxels. The data dimension is 256x256x768 with voxel size 0.5x0.5x0.5mm. In this data set the centerline is known and an estimation of the error is calculated in order to determine how precise a given method is and to classify it accordingly.",
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        "title": "The Inverse Warp: Non-Invasive Integration of Shear-Warp Volume Rendering into Polygon Rendering Pipelines",
        "date": "2003-11",
        "abstract": "In this paper, a simple and efficient solution for combining shear-warp volume rendering and the hardware graphics pipeline is presented. The approach applies an inverse warp transformation to the Z-Buffer, containing the rendered geometry. This information is used for combining geometry and volume data during compositing. We present applications of this concept which include hybrid volume rendering, i.e., concurrent rendering of polygonal objects and volume data, and volume clipping on convex clipping regions. Furthermore, it can be used to efficiently define regions with different rendering modes and transfer functions for focus+context volume rendering. Empirical results show that the approach has very low impact on performance.",
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        "id": "Viola-2003-Har",
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        "title": "Hardware-Based Nonlinear Filtering and Segmentation using High-Level Shading Languages.",
        "date": "2003-10",
        "abstract": "Non-linear filtering is an important task for volume analysis. This\r\npaper presents hardware-based implementations of various nonlinear\r\nfilters for volume smoothing with edge preservation. The\r\nCg high-level shading language is used in combination with latest\r\nPC consumer graphics hardware. Filtering is divided into pervertex\r\nand per-fragment stages. In both stages we propose techniques\r\nto increase the filtering performance. The vertex program\r\npre-computes texture coordinates in order to address all contributing\r\ninput samples of the operator mask. Thus additional computations\r\nare avoided in the fragment program. The presented fragment\r\nprograms preserve cache coherence, exploit 4D vector arithmetic,\r\nand internal fixed point arithmetic to increase performance. We\r\nshow the applicability of non-linear filters as part of a GPU-based\r\nsegmentation pipeline. The resulting binary mask is compressed\r\nand decompressed in the graphics memory on-the-fly.",
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        "title": "Visibility in Computer Graphics",
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        "abstract": "Visibility computation is crucial for computer\ngraphics from its very beginning. The first visibility algorithms in\ncomputer graphics aimed to determine visible surfaces in a synthesized\nimage of a 3D scene. Nowadays there are many different visibility\nalgorithms for various visibility problems. We propose a new taxonomy\nof visibility problems that is based on a classification according to\nthe problem domain. We provide a broad overview of visibility problems\nand algorithms in computer graphics grouped by the proposed\ntaxonomy. The paper surveys visible surface algorithms, visibility\nculling algorithms, visibility algorithms for shadow computation,\nglobal illumination, point-based and image-based rendering, and global\nvisibility computations. Finally, we discuss common concepts of\nvisibility algorithm design and several criteria for the\nclassification of visibility algorithms.",
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        "title": "Novel Colour Printer Characterization Model",
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        "abstract": "A key problem in multimedia systems is the faithful reproduction of color. One of the main reasons why this is a complicated issue are the different color reproduction technologies used by the various devices; displays use easily modeled additive color mixing, while printers use a subtractive process, the  characterization of which is much more complex than that of self--luminous displays.\r\n\r\nIn order to resolve these problems several processing steps are necessary, one of which is accurate device characterization. Our study examines different learning algorithms for one particular neural network technique which already has been found to be useful in related contexts -- namely radial basis function network models -- and proposes a modified learning algorithm which improves the colorimetric characterization process of printers.\r\n\r\nIn particular our results show that is possible to obtain good performance by using a learning algorithm that is trained on only small sets of color samples, and use it to generate a larger look--up table (LUT) through use of multiple polynomial regression or an interpolation algorithm. We deem our findings to be a good start point for further studies on learning algorithms used in conjunction with this problem.",
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        "title": "L’importanza del Colore in Computer Graphics",
        "date": "2003-07",
        "abstract": "Il colore rappresenta un’importante caratteristica, della realtá, di particolare interesse per molte applicazioni come: fotografia e stampa digitale, computer graphics, film restoration, color science ecc. Nonostante questo, molto spesso non viene presa in considerazione nel modo adeguato. La conseguenza di questo, é una rappresentazione non corretta della scena, dal punto di vista qualitativo, che molto spesso non é adeguata per gli scopi prefissati.\nLa Computer Graphics, é una di quelle applicazioni in cui la componente colore é di particolare importanza. Ma per molto tempo una sua non corretta rappresentazione é stata usata. Solo negli ultimi anni sono state intorodotte diverse metodologie, giá in uso in Colore Science. In questo articolo verrá presentato il processo di integrazione della componente colore in Computer Graphics, e i suoi aspetti importanti.",
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        "title": "Rendering Time Estimation for Real-Time Rendering",
        "date": "2003-06",
        "abstract": "This paper addresses the problem of estimating the rendering time for a real-time simulation. We study different\nfactors that contribute to the rendering time in order to develop a framework for rendering time estimation. Given\na viewpoint (or view cell) and a list of potentially visible objects, we propose several algorithms that can give\nreasonable upper limits for the rendering time on consumer hardware. This paper also discusses several implementation\nissues and design choices that are necessary to make the rendering time predictable. Finally, we lay\nout two extensions to current rendering hardware which would allow implementing a system with constant frame\nrates.",
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        "title": "The 3D Wunderkammer, An Indexing by Placing Approach to the Image Storage and Retriveal",
        "date": "2003-06",
        "abstract": "The explosion of storage media size, and spreading of the\r\ninternet in the last decade resulted in a huge amount of images\r\nand multimedia material an average user has to deal\r\nwith. Traditional use of filenames and directories is just not\r\nsufficient any more. In contrast to the keywording and some\r\nkind of content based image retrieval, we introduce a novel\r\napproach of storing and retrieving images, and other multimedia\r\nmaterial using indexing by placing mechanism. The\r\nidea is to let the user place the images in the 3D environment,\r\nwhere the user can find the images easily again. The\r\nimages can be collected, modified, grouped together,... The\r\nprinciples described in the paper are implemented in the 3D\r\nWunderkammer system which is a multi-user client-server\r\napplication. The server is completely written in Java and\r\nthe client runs in a standard Web browser with a standard\r\nVRML plug-in.",
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        "title": "Delivering Interactivity to Complex Tone Mapping Operators",
        "date": "2003-06",
        "abstract": "The accurate display of high dynamic range images requires the application of complex tone mapping operators. These operators are computationally costly, which prevents their usage in interactive applications. We propose a general framework that delivers interactive performance to an important subclass of tone mapping operators, namely global tone mapping operators. The proposed framework consists of four steps: sampling the input image, applying the tone mapping operator, tting the point-sampled tone mapping curve, and reconstructing the tone mapping curve for all pixels of the input image. We show how to make use of recent graphics hardware while keeping the advantage of generality by performing tone mapping in software. We demonstrate the capabilities of our method by accelerating several common global tone mapping operators and integrating the operators in a real-time rendering application.",
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        "title": "Tangible Augmented Reality for Computer Games",
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        "abstract": "25 Jahre Computergraphik an der TU Wien\r\n\r\nGeschichte ist eng mit Personen verbunden. Die Geschichte der Computergraphik an der Technischen Universität Wien begann unabhängig voneinander an zwei Instituten. In beiden Fällen entstanden die ersten Diplomarbeiten im Jahr 1978. Eine Initiative begann mit Johann Weiß, der sich mit dem Tracken von Lichtstiften beschäftigte, und Georg Stonawski, der eine Diplomarbeit über GKS schrieb. Die zweite Initiative kam von Prof. Wilhelm Barth, der die zwei Diplomanden Emanuel Wenger und Edwin Scherzer die Programmiersprache Pascal um graphische Elemente erweitern ließ. Im Jahr 1980 begann Werner Purgathofer zusammen mit einigen anderen bei Prof. Barth als Assistent und schloss 1984 seine Dissertation ab. Anschließend baute er zusammen mit Michael Gervautz und anderen eine Computergraphik-Arbeitsgruppe auf, die hauptsächlich im Bereich Rendering aktiv war. Als Werner Purgathofer 1988 Professor wurde, stellte er M. Eduard Gröller ein, der die Arbeitsgruppe für Visualisierung gründete. 1990 wurde das Institut in \"Institut für Computergraphik\" umbenannt, 1991 organisierte die Gruppe die Jahrestagung der Eurographics in der Wiener Hofburg. Bald danach begann Michael Gervautz im Bereich Virtual Reality zu forschen, woraufhin er 1998 die Spinoff-Firma \"Imagination\" gründete und Dieter Schmalstieg die Leitung der Virtual Reality-Gruppe übernahm. Anfang 2000 gründete das Institut zusammen mit anderen ein Kompetenzzentrum für Virtual Reality und Visualisierung (VRVis), in dem jetzt Georg Stonawski Geschäftsführer und Helwig Hauser wissenschaftlicher Direktor sind. Nach diesen 25 Jahren arbeiten heute in Wien mehr als 100 Personen im Bereich innovativer Computergraphik.\r\n\r\nDie Karte wurde unter Verwendung von Adobe Illustrator und Photoshop auf einem Apple iBook produziert. Für die Farbkalibration des bei der Herstellung der physischen Karten verwendeten Druckers wurde die Software ProfileMaker von Gretag Macbeth verwendet.\r\n\r\nIdee: Werner Purgathofer\r\nBilder: Der Meister, Emanuel Wenger, Michael Gervautz, Robert F. Tobler, Michael Feda, Christoph Traxler, Michael Wimmer, Alexander Wilkie, Helwig Hauser, Anton L. Fuhrmann und das Kollektiv der Visualisierungsgruppe\r\nHerstellung: Alexander Wilkie \r\n\r\n\r\n25 Years of Computer Graphics at the TU Vienna\r\n\r\nHistory is strongly connected to people. The history of Computer Graphics at the Vienna University of Technology began independently at two institutes. In both cases the first diploma theses were written in 1978. One initiative was started by Johann Weiss, who implemented the tracking of a light pen, and Georg Stonawski, who wrote a thesis about GKS. The second initiative was by Prof. Wilhelm Barth, who worked with the two diploma students Emanuel Wenger and Edwin Scherzer on extending the programming language Pascal with graphical elements. Amongst others, Werner Purgathofer started to work as an assistant of Prof. Barth in 1980, and finished his PhD in 1984. Together with Michael Gervautz and other colleagues, he then built up a Computer Graphics group that was active mainly in the area of Rendering. When Werner Purgathofer became Professor in 1988, he employed M. Eduard Gröller, who in turn founded a Visualisation research group. In 1990 the institute was renamed to \"Institute of Computer Graphics\", in 1991 the group organized the annual Eurographics conference in the Vienna Hofburg. Soon after that, Michael Gervautz started research in the area of Virtual Reality, which led to the founding of the spin-off company \"Imagination\" in 1998. Since then, the Virtual Reality group was led by Dieter Schmalstieg. Together with others, the institute created a competence center for Virtual Reality and Visualisation (VRVis) in January 2000, of which Georg Stonawski is the CEO and Helwig Hauser is the scientific director. After these 25 years, there are now more than 100 people in Vienna working in the field of innovative Computer Graphics.\r\n\r\nThe card was produced using Adobe Illustrator and Photoshop on an Apple iBook. The colour calibration of the printer used for the production of the pysical cards was performed using Gretag Macbeth ProfileMaker software.\r\n\r\nIdea: Werner Purgathofer\r\nImages by: The Master, Emanuel Wenger, Michael Gervautz, Robert F. Tobler, Michael Feda, Christoph Traxler, Michael Wimmer, Alexander Wilkie, Helwig Hauser, Anton L. Fuhrmann and the collective of the Visualisation group\r\nProduction: Alexander Wilkie ",
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