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        "repositum_id": null,
        "title": "U-Create: Creative Authoring Tools for Edutainment Applications",
        "date": "2006-12",
        "abstract": "The U-CREATE project aims at efficient content creation for new\r\ntechnologies, in particular interactive setups, Mixed Reality experiences and\r\nlocation-based services. A graphical authoring tool is developed to allow one\r\nto create elaborated contents in a fast and easy way. The present paper\r\nintroduces the tool and elaborates on its main components, which allow the\r\nuser to author an interactive story and also to manage the connected\r\ninteraction devices.",
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        "booktitle": "TIDSE 2006",
        "date_from": "2006-12-4",
        "date_to": "2006-12-6",
        "editor": "S. Göbel, R. Malkewitz, I. Iurgel",
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    {
        "id": "GIEGL-2006-QVS",
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        "tu_id": null,
        "repositum_id": null,
        "title": "Queried Virtual Shadow Maps",
        "date": "2006-12",
        "abstract": "In this article we present a new real-time shadow mapping algorithm capable of\nshadowing large scenes by virtually increasing the resolution of the shadow map\nbeyond the GPU hardware limit. We start with a brute force approach that uniformly\nincreases the resolution of the whole shadow map. We then introduce a smarter version\nwhich greatly increases runtime performance while still being GPU-friendly.\nThe algorithm contains an easy to use performance/quality-tradeoff parameter, making\nit tunable to a wide range of graphics hardware.",
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        "booktitle": "ShaderX 5 -- Advanced Rendering Techniques",
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        "pages_from": "249",
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        "publisher": "Charles River Media",
        "series": "ShaderX",
        "volume": "5",
        "research_areas": [
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        "keywords": [
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            "shadow mapping",
            "real-time rendering"
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        "title": "Efficient CPU-based Direct Volume Rendering for CT-Angiography",
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        "id": "zotti-2006-pla",
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        "repositum_id": null,
        "title": "Using Virtual Reconstructions in a Planetarium for Demonstrations in Archaeo-Astronomy",
        "date": "2006-11",
        "abstract": "In the last decades, archaeologists in central Europe have found\n  traces of enigmatic neolithic circular building structures buried in\n  the soil. Recent studies indicate that the orientation of many of their\n  doorways may have been chosen with an astronomical background in mind.\n\n  This paper explains the use of virtual reconstructions of these\n  buildings from archaeological data, in combination with a simulation\n  of the sky of that time in a Planetarium, to present the\n  astronomical findings to the public.",
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            "path": "Publication:zotti-2006-pla",
            "url": "https://www.cg.tuwien.ac.at/research/publications/2006/zotti-2006-pla/zotti-2006-pla-Steinabrunn Sunrise.jpg",
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        "booktitle": "Third Central European Multimedia and Virtual Reality Conference (Proc.  CEMVRC2006)",
        "date_from": "2006-11-06",
        "date_to": "2006-11-08",
        "editor": "Cecilia Sik Lanyi ",
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        "location": "Eger",
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        "publisher": "Pannonian University Press",
        "research_areas": [
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            "Public Dissemination",
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        "tu_id": null,
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        "title": "A Reflectance Model for Diffuse Fluorescent Surfaces",
        "date": "2006-11",
        "abstract": "Fluorescence is an interesting and visually prominent effect, which has not been fully covered by Computer Graphics research so far.\n\nWhile the physical phenomenon of ﬂuorescence has been addressed in isolation, the actual reﬂection behaviour of real ﬂuorescent surfaces has never been documented, and no analytical BRDF models for such surfaces have been published yet.\n\nThis paper aims to illustrate the reﬂection properties typical for diffuse ﬂuorescent surfaces, and provides a BRDF model based on a layered microfacet approach that mimics them.",
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        "id": "termeer-2006-000",
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        "tu_id": null,
        "repositum_id": null,
        "title": "Preserving Sharp Edges with Volume Clipping",
        "date": "2006-11",
        "abstract": "Volume clipping is a useful aid for exploring volumetric datasets. To maximize the effectiveness of this technique, the clipping geometry should be flexibly specified and the resulting images should not contain artifacts due to the clipping techniques. We present an improvement to an existing  illumination model for volume clipping to allow sharp edges in the data to stay visible. These sharp edges often\r\noriginate from material transitions in the volume or structures being partially cut by the clipping geometry. The focus is on high, industrial image quality\r\nand flexibility of the algorithm; techniques for using high-resolution polygonal meshes as clipping algorithms and removal of artifacts are presented.\r\nFeatures of the latest consumer graphics hardware are exploited to provide the visualization at an interactive framerate without the need for multipassing. We have validated the techniques presented here by implementing them in the context of a professional volume rendering application at Philips Medical Systems, and comparing our results with\r\ncurrent results produced by existing solutions.",
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        "title": "Caricaturistic Visualization",
        "date": "2006-11",
        "abstract": "Caricatures are pieces of art depicting persons or sociological conditions in a non-veridical way. In both cases caricatures are referring to a reference model. The deviations from the reference model are the characteristic features of the depicted subject. Good caricatures exaggerate the characteristics of a subject in order to accent them. The concept of caricaturistic visualization is based on the caricature metaphor. The aim of caricaturistic visualization is an illustrative depiction of characteristics of a given dataset by exaggerating deviations from the reference model. We present the general concept of caricaturistic visualization as well as a variety of examples.\r\nWe investigate different visual representations for the depiction of caricatures. Further, we present the caricature matrix, a technique to make differences between datasets easily identifiable.",
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        "abstract": "This paper demonstrates the simple yet effective usage of height fields for interactive landscape visualizations using a ray casting approach implemented in the pixel shader of modern graphics cards. The rendering performance is output sensitive, i.e., it scales with\nthe number of pixels rather than the complexity of the landscape. Given a height field of a terrain and a  topographic map or similar data as input, the vegetation cover is extracted and stored on top of the height field in a preprocess, enhancing the terrain with forest canopies or other mesostructure. In addition, enhanced illumination models like shadowing and ambient occlusion can be calculated at runtime with reasonable computational cost, which greatly enhances the scene realism. Finally, including the presented technique into existing rendering systems is relatively simple, mainly consisting of data preparation and pixel shader programming.",
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        "abstract": "The analysis and exploration of multidimensional\r\nand multivariate data is still one of the most challenging areas\r\nin the \u0002 field of visualization. In this paper, we describe an\r\napproach to visual analysis of an especially challenging set\r\nof problems that exhibit a complex internal data structure.\r\nWe describe the interactive visual exploration and analysis of\r\ndata that includes several (usually large) families of function\r\ngraphs fi(x; t). We describe analysis procedures and practical\r\naspects of the interactive visual analysis speci\u0002c to this type of\r\ndata (with emphasis on the function graph characteristic of the\r\ndata). We adopted the well-proven approach of multiple, linked\r\nviews with advanced interactive brushing to assess the data.\r\nStandard views such as histograms, scatterplots, and parallel\r\ncoordinates are used to jointly visualize data.We support iterative\r\nvisual analysis by providing means to create complex, composite\r\nbrushes that span multiple views and that are constructed using\r\ndifferent combination schemes. We demonstrate that engineering\r\napplications represent a challenging but very applicable area for\r\nvisual analytics. As a case study, we describe the optimization of\r\na fuel injection systems in Diesel engines of passenger cars.",
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        "title": "Learning from Interactive Museum Installations",
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        "abstract": "This paper reports on the evaluation of a digitallyaugmented\r\nexhibition on the history of modern media.\r\nWe discuss visitors’ interaction with installations and\r\ncorresponding interaction design issues, drawing on\r\nresults from analysis of logfiles, interviews, and\r\nobservation in the museum. We see this as an exploration\r\ninto interaction design of interactive installations for\r\npublic settings, using the evaluation as a case study on\r\nwhat makes an installation engaging and how it can\r\nprovide an engaging experience for groups.",
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    {
        "id": "gerl-2006-vhi",
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        "title": "Volume Hatching for Illustrative Visualization",
        "date": "2006-11",
        "abstract": "The evolution of drawing reaches back to the origin of human cultural history.\nOver 20.000 years ago prehistoric men started to picture their environment\nin petroglyphs. From these caveman paintings to mythological depictions\nof the ancient Egyptians, from medieval illuminated manuscripts\nto Leonardo Da Vinci’s anatomical studies in the Renaissance, drawings\nserved the purpose of transforming information into a visually perceptible\nform. Maybe it is this historical tradition that gives drawings the character\nof being perceived as beautiful by a widespread public. Maybe it is the abstract\nnature of drawings that lets them be an art form commonly chosen\nfor illustration. Often the first type of imagery we deal with in our lifetime\nare hand-drawn images in children’s books. So we literally grow up with\ndrawings as a familiar medium for depiction. This could also be a cause\nfor the high acceptance drawings usually meet.\nDrawings are commonly used in a scientific and educational context to convey\ncomplex information in a comprehensible and effective manner. Illustration\ndemands abstraction for focusing attention on important features by\navoiding irrelevant detail. Abstraction is a characteristic inherent in drawing,\nas a drawing always abstracts real world. Therefore drawings serve\nthe purpose of illustration very well. In addition to that, the expressiveness\nand attraction of drawings bestow them the property of communicating information\nin a way mostly felt as enjoyable.\nSpecific applications of volume visualization require exactly these visual\nproperties. Therefore increasing effort has been spent on developing and\napplying illustrative or non-photorealistic rendering methods for volume\nvisualization in recent years. This is the field of study this thesis is devoted\nto. The described capabilities of drawing make it the art form we\nchose to mimic for the non-photorealistic volume rendering approach developed\nin this thesis. A common shading technique in drawings is hatching.\nHatching is also standard practice in schematic hand-drawn illustrations\nas known from textbooks. We implemented a system capable of generating\nhatching drawings from volume datasets. The basic idea was to\nexploit illustrative and aesthetic excellence of hatching drawings for the\ncreation of expressive representations of volumetric data.\nThe drawing in Figure 1 gives an example of an illustration where hatching\nhas been used for shading. This figure shall demonstrate that hatching is\na technique capable of conveying spatial properties of the depicted object\nin an abstract and expressive way. It is an artwork of Vesalius’ De humani\ncorporis fabrica, a textbook of human anatomy from the Renaissance.\nWe propose some possible fields of application to further explain the motivation\nto engage in generating hatching drawings from three-dimensional\ndata. The majority of these data are generated in medical scanning devices,\nand medicine offers numerous possibilities for employing volume\nhatching. One possible medical application would be to illustrate upcoming\nsurgeries to patients. Explaining a surgery with the help of a volume\nhatching rendering is perhaps more comprehensible for a layman than with\ntomography slices. It also could be more readily accepted by patients as a\nrealistic rendering, due to the visually pleasing nature of hand drawings\nand the distaste of some people on viewing inner body parts realistically.\nAnother potential field of application for volume hatching is the automated\ngeneration of educational illustrations. Figures in scientific textbooks, for\ninstance in medicine or botany, which shall convey important structural\nfeatures by a schematic representation of objects, are often drawn by hand.\nThe preferred drawing medium here is pen-and-ink, and a reduced drawing\ntechnique is used where shading is realized with a sparse and even\nhatching. Volume hatching can be employed for creating images resembling\nsuch illustrations from volumetric data. On the one hand, this offers\nthe possibility for automated generation of still images for text- or schoolbooks.\nOn the other hand, interactive illustrations could be applied in\nteaching, since they provide exploration and examining possibilities while\ndepicting the objects in a familiar illustrative style.\nThis thesis is organized as follows. First, we give an overview about research\ndone in fields related to this thesis in Chapter 2. In Chapter 3 we\npresent the algorithms we developed for rendering hatching drawings from\nvolume data. This includes the creation of contour drawings, curvature\nestimation and generation of hatching strokes. We continue with shortly\noutlining the concept of implementing these algorithms in Chapter 4. In\nChapter 5 we present and discuss result images, revealing advantages and\nlimitations of our approach. We summarize the content of this thesis in\nChapter 6. Finally, we draw a conclusion on the results of this thesis and\npropose ideas for further enhancing our work in Chapter 7.",
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    {
        "id": "bruckner-2006-ICE",
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        "title": "Illustrative Context-Preserving Exploration of Volume Data",
        "date": "2006-11",
        "abstract": "In volume rendering it is very difficult to simultaneously visualize\ninterior and exterior structures while preserving clear shape cues.\nHighly transparent transfer functions produce cluttered images with\nmany overlapping structures, while clipping techniques completely\nremove possibly important context information. In this paper we\npresent a new model for volume rendering, inspired by techniques\nfrom illustration. It provides a means of interactively inspecting\nthe interior of a volumetric data set in a feature-driven way which\nretains context information. The context-preserving volume rendering\nmodel uses a function of shading intensity, gradient magnitude,\ndistance to the eye point, and previously accumulated opacity to\nselectively reduce the opacity in less important data regions. It is\ncontrolled by two user-specified parameters. This new method\nrepresents an alternative to conventional clipping techniques,\nshares their easy and intuitive user control, but does not suffer\nfrom the drawback of missing context information.",
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        "journal": "IEEE Transactions on Visualization and Computer Graphics",
        "number": "6",
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        "abstract": "This paper addresses the problem of computing the triangles visible\nfrom a region in space. The proposed aggressive visibility solution\nis based on stochastic ray shooting and can take any triangular\nmodel as input. We do not rely on connectivity information,\nvolumetric occluders, or the availability of large occluders, and\ncan therefore process any given input scene. The proposed algorithm\nis practically memoryless, thereby alleviating the large memory\nconsumption problems prevalent in several previous algorithms. The\nstrategy of our algorithm is to use ray mutations in ray space to\ncast rays that are likely to sample new triangles. Our algorithm\nimproves the sampling efficiency of previous work by over two orders\nof magnitude.",
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        "tu_id": null,
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        "title": "D²VR: High Quality Volume Rendering of Projection-based Volumetric Data",
        "date": "2006-05",
        "abstract": "Volume rendering techniques are conventionally classified as either direct or indirect methods. Indirect\r\nmethods require to transform the initial volumetric model into an\r\nintermediate geometrical model in order to efficiently visualize it.\r\nIn contrast, direct volume rendering (DVR) methods can directly\r\nprocess the volumetric data. Modern CT scanners usually provide data as a set of samples on a rectilinear\r\ngrid, which is computed from the measured projections by discrete tomographic reconstruction. Therefore the rectilinear grid can already be considered as an intermediate volume representation. In this paper we introduce direct direct volume rendering (D²VR). D²VR does not require a rectilinear grid, since it is based on an immediate\r\nprocessing of the measured projections. Arbitrary samples for ray\r\ncasting are reconstructed from the projections by using the Filtered\r\nBack-Projection algorithm. Our method removes a lossy resampling step from the classical volume rendering pipeline.\r\nIt provides much higher accuracy than traditional grid-based\r\nresampling techniques do. Furthermore we also present a novel\r\nhigh-quality gradient estimation scheme, which is also based on the\r\nFiltered Back-Projection algorithm.",
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        "abstract": "Over the last 10 years, significant progress has been made in the field of computer\r\ngraphics, especially in real-time rendering. Most noteworthy, the use of dedicated\r\ngraphics accelerator hardware has found its way from the professional to the consumer\r\nmarket, and their ever increasing power has allowed for rendering almost\r\nphotorealistic virtual environments while still maintaining interactive framerates.\r\nDespite this rapid development, a significant element of computer graphics has been\r\nneglected for a long time. Shadows do not only provide more realistic-looking scenes,\r\nbut also aid the viewer in perceiving spatial relationships. However, due to the additional\r\ncomputational requirements, it has been impossible for graphics accelerators\r\nto render shadows and keep framerates high enough to maintain the feeling of immersion\r\nfor a long time. Although there are several approaches to realize shadows,\r\ndynamic environments with a multitude of light sources and complex objects still\r\nmake high demands on the hardware.\r\nIn this thesis, a technique is presented to improve the performance of shadow volumes\r\nin complex scenes that consist of a large number of individual objects. Several\r\noptimization techniques have already been proposed that target applications where\r\nthe rasterization of the shadow volume polygons is the main bottleneck. However,\r\nthese optimizations usually assume that the number of individual objects in the\r\nscene is rather small compared to the number of geometric primitives (triangles). In\r\nsuch scenes, calculations can be accelerated by using low-polygon approximations\r\nof the actual geometry. Most of these existing optimization techniques relieve the\r\ngraphics hardware at the cost of increased CPU load. If the CPU is already at peak\r\nload, these techniques do not achieve any performance gain, but rather worsen the\r\nbottleneck in the CPU stage, resulting in an even lower performance.\r\nThis thesis first presents an overview of current state-of-the-art shadowing techniques\r\nthat are based on standard shadow volumes. Then, we will try to adapt\r\nparts of these techniques to work in complex scenes. Specifically, we will improve\r\nvisibility determination for shadow volume culling in GPU-demanding scenes with\r\nlots of individual objects, as well as present a method for the fast creation of segmented\r\n(clamped) shadow volumes that tightly fit the shadow-receiving geometry\r\nusing vertex programs (shaders).",
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        "title": "Robust Shadow Mapping with Light Space Perspective Shadow Maps",
        "date": "2006-03",
        "abstract": "In this paper, we present a new shadow mapping technique that improves upon the quality of perspective and\r\nuniform shadow maps. Our technique uses a perspective transform specified in light space which allows treating\r\nall lights as directional lights and does not change the direction of the light sources. This gives all the benefits\r\nof the perspective mapping but avoids the problems inherent in perspective shadow mapping like singularities\r\nin post-perspective space, missed shadow casters etc. Furthermore, we show that both uniform and perspective\r\nshadow maps distribute the perspective aliasing error that occurs in shadow mapping unequally over the available\r\ndepth range. We therefore propose a transform that equalizes this error and gives equally pleasing results for near\r\nand far viewing distances. Our method is simple to implement, requires no scene analysis and is therefore as fast\r\nas uniform shadow mapping.",
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        "title": " Ausarbeitung und Implementierung eines Verfahrens zum Editieren eines 3D-Volumens",
        "date": "2006-03",
        "abstract": "Wir beschreiben ein Verfahren um Auswahlbereiche in dreidimensionalen Daten zu definieren, das auf der Manipulation eines Polyeders beruht. Die möglichen Operationen sind das Einfügen, Verschieben und Löschen von Ecken. Der von diesem Polyeder umschlossene Bereiche wird dem Benutzer angezeigt, das restliche Volumen wird unsichtbar. Wir zielen dabei auf die Verwendung im Bereich medizinischer Daten ab, in dem immer noch hauptsächlich mit clip-Ebenen gearbeitet wird.\nWährend des Löschens einer Polyederecke bleibt ein Loch im Polyeder zurück, dass von einem dreidimensionalen Polygon berandet wird. Die Triangulierung von dreidimensionalen Polygonen ist NP-vollständig und wird deshalb bisher mittels Heuristiken gelöst. Wir definieren eine Klasse von dreidimensionalen Polygonen die durch Zylinder zerlegt werden können und zeigen, dass alle in unserem Kontext entstehenden dreidimensionalen Polygone zu dieser Klasse gehören. Weiterhin zeigen wir, dass diese Polygone in O(n²) trianguliert werden können. Weiterhin besprechen wir ein neues Verfahren zur Triangulierung von beliebigen dreidimensionalen Polygonen, das zusätzliche Punkte einfügt und eine Adaption des Verfahrens für zylinder-zerlegbare Polygone ist.\n",
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        "booktitle": "Proceedings of the 2nd IEEE International Workshop on PervasivE Learning",
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    {
        "id": "Cruz-thesis",
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        "title": "3D Modelling and Reconstruction of Peripheral Vascular Structure",
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        "abstract": "A model is a simplified representation of an object. The modeling stage could be described as shaping individual objects that are later used in the scene. For many years scientists are trying to create an appropriate model of the blood vessels. It looks quite intuitive to believe that a blood vessel can be modeled as a tubular object, and this is true, but the problems appear when you want to create an accurate model that can deal with the wide variability of shapes of diseased blood vessels. From the medical point of view it is quite important to identify, not just the center of the vessel lumen but also the center of the vessel, particularly in the presences of some anomalies, which is the case diseased blood vessels.\r\n\r\nAn accurate estimation of vessel parameters is a prerequisite for automated visualization and analysis of healthy and diseased blood vessels. We believe that a model-based technique is the most suitable one for parameterizing blood vessels. The main focus of this work is to present a new strategy to parameterize diseased blood vessels of the lower extremity arteries.\r\n\r\nThe first part presents an evaluation of different methods for approximating 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 using thresholds and a 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 have been used as shape based segmentation techniques. Since in the synthetic data set the centerline is known, an estimation of the error can be calculated in order to determine the accuracy achieved by a given method.\r\n\r\nThe second part describes an estimation of the dimensions of lower extremity arteries, imaged by computed tomography. The vessel is modeled using an elliptical or cylindrical structure with specific dimensions, orientation and CT attenuation values. The model separates two homogeneous regions: Its inner side represents a region of density for vessels, and its outer side a region for background. Taking into account the point spread function of a CT scanner, which is modeled using a Gaussian kernel, in order to smooth the vessel boundary in the model. An optimization process is used to find the best model that fits with the data input. The method provides center location, diameter and orientation of the vessel as well as blood and background mean density values.\r\n\r\nThe third part presents the result of a clinical evaluation of our methods, as a prerequisite step for being used in clinical environment. To perform this evaluation, twenty cases from available patient data were selected and classified as 'mildly diseased' and 'severely diseased' datasets. Manual identification was used as our reference standard. We compared the model fitting method against a standard method, which is currently used in the clinical environment. In general, the mean distance error for every method was within the inter-operator variability. However, the non-linear model fitting technique based on a cylindrical model shows always a better center approximation in most of the cases, 'mildly diseased' as well as 'severely diseased' cases. Clinically, the non-linear model fitting technique is more robust and presented a better estimation in most of the cases. Nevertheless, the radiologists and clinical experts have the last word with respect to the use of this technique in clinical environment.",
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        "title": "A Tangible User Interface System for CAVE Applications",
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        "abstract": "This tutorial presents recent and important research and developments from academia in illustrative, nonphotorealistic rendering (NPR) focusing on its use for medical/science subjects. Lectures are organized within\na comprehensive illustration framework, focusing on three main components:\n\n(a) Traditional and computerized illustration techniques and principles for Technical and Science Subjects,\n\n(b) Evaluation and Practical Use,\n\n(c) Viewing & Rendering. \n\nPresentation of topics is balanced between descriptions of traditional methods and practices, practical implementation motivated approaches and evaluation, and detailed descriptions and analysis of NPR techniques and\nalgorithms.\nWe begin with a lecture presenting an overview of traditional illustration in technical, science, and medical subjects\nfollowed by a description of the main components in a NPR pipeline for developing systems to help technical\nand science illustrators with their work. The tutorial progresses with an overview of the NPR used in illustration\nas well as approaches to evaluate their use and effectiveness. Following lectures describe the latest techniques in computerized illustration algorithms for scientific and medical data for both surface and volumetric data, covering\ntechniques from silhouette enhancement to stippling, to cut-away viewing, labeling, and focus+context rendering.\nEach of the lectures also discusses practical issues in making these techniques interactive and their use for different application domains. Tutorial concludes with discussion on specific medical case studies where the illustrative visualization has been effectively applied.\n\nEurographics 2006 tutorial page:\nhttp://www.cg.tuwien.ac.at/events/EG06/program-t1022.php\n\nSee also previous tutorials on Illustrative Visualization:\n\nSIGGRAPH 2006 Course on Illustrative Visualization for Science and Medicine\nhttp://www.cg.tuwien.ac.at/research/publications/2006/tut-siggraph-2006/\n\nIEEE Visualization 2005 Tutorial on Illustrative Visualization\nhttp://www.cg.tuwien.ac.at/research/publications/2005/Viola-vistutillustrativevis/\n\nEurographics 2005 Tutorial on Illustrative Visualization\nhttp://www.cg.tuwien.ac.at/research/publications/2005/eg-tut2005-iv/",
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