Mark A. Duchaineau

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Terrain visualization is a difficult problem for applications requiring accurate images of large datasets at high frame rates, such as flight simulation and ground-based aircraft testing using synthetic sensor simulation. On current graphics hardware, the problem is to maintain dynamic, view-dependent triangle meshes and texture maps that produce good(More)
We present a new construction of lifted biorthogonal wavelets on surfaces of arbitrary two-manifold topology for compression and multiresolution representation. Our method combines three approaches: subdivision surfaces of arbitrary topology, B-spline wavelets, and the lifting scheme for biorthogonal wavelet construction. The simple building blocks of our(More)
The real-time display of huge geometry and imagery databases involves view-dependent approximations, typically through the use of precomputed hierarchies that are selectively refined at runtime. A classic motivating problem is terrain visualization in which planetary databases involving billions of elevation and color values are displayed on PC graphics(More)
We introduce a parallel, distributed memory algorithm for volume rendering massive data sets. The algorithm's scalability has been demonstrated up to 400 processors, rendering one hundred million unstructured elements in under one second. The heart of the algorithm is a hybrid approach that parallelizes over both the elements of the input data and over the(More)
We address the texture level-of-detail problem for extremely large surfaces such as terrain during realtime, view-dependent rendering. A novel texture hierarchy is introduced based on 4-8 refinement of raster tiles, in which the texture grids in effect rotate 45 degrees for each level of refinement. This hierarchy provides twice as many levels of detail as(More)
The trivariate tensor-product B-spline solid is a direct extension of the B-spline patch and has been shown to be useful in the creation and visualization of free-form geometric solids. Visualizing these solid objects requires the determination of the boundary surface of the solid, which is a combination of parametric and implicit surfaces. This paper(More)
We present an algorithm for interactively extracting and rendering isosurfaces of large volume datasets in a view-dependent fashion. A recursive tetrahedral mesh refinement scheme, based on longest edge bisection, is used to hierarchically decompose the data into a multiresolution structure. This data structure allows fast extraction of arbitrary(More)
We present a segmentation approach to scientific visualization that combines the definition of higher-level data, the efficient extraction of meaningful derived feature-like data from defined properties, and the effective visual representation of the extracted data. Our framework is aimed at multi-valued time-varying data sets, where, for example, grid(More)
Analysis of the results obtained from material simulations is important in the physical sciences. Our research was motivated by the need to investigate the properties of a simulated porous solid as it is hit by a projectile. This paper describes two techniques for the generation of distance fields containing a minimal number of topological features, and we(More)
We present a new algorithm for material boundary interface reconstruction from data sets containing volume fractions. We transform the reconstruction problem to a problem that analyzes the dual data set, where each vertex in the dual mesh has an associated barycentric coordinate tuple that represents the fraction of each material present. After constructing(More)