A Survey of Perceptually Motivated 3D Visualization of Medical Image Data
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paper_title: Streamlines for illustrative real-time rendering

paper_content:

Line drawing techniques are important methods to illustrate shapes. Existing feature line methods, e.g., suggestive contours, apparent ridges, or photic extremum lines, solely determine salient regions and illustrate them with separate lines. Hatching methods convey the shape by drawing a wealth of lines on the whole surface. Both approaches are often not sufficient for a faithful visualization of organic surface models, e.g., in biology or medicine. In this paper, we present a novel object-space line drawing algorithm that conveys the shape of such surface models in real-time. Our approach employs contour- and feature-based illustrative streamlines to convey surface shape (ConFIS). For every triangle, precise streamlines are calculated on the surface with a given curvature vector field. Salient regions are detected by determining maxima and minima of a scalar field. Compared with existing feature lines and hatching methods, ConFIS uses the advantages of both categories in an effective and flexible manner. We demonstrate this with different anatomical and artificial surface models. In addition, we conducted a qualitative evaluation of our technique to compare our results with exemplary feature line and hatching methods.
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paper_title: Visual Perception from a Computer Graphics Perspective

paper_content:

This book provides an introduction to human visual perception suitable for readers studying or working in the fields of computer graphics and visualization, cognitive science, and visual neuroscience. It focuses on how computer graphics images are generated, rather than solely on the organization of the visual system itself; therefore, the text provides a more direct tie between image generation and the resulting perceptual phenomena. It covers such topics as the perception of material properties, illumination, the perception of pictorial space, image statistics, perception and action, and spatial cognition.
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paper_title: High-quality two-level volume rendering of segmented data sets on consumer graphics hardware

paper_content:

One of the most important goals in volume rendering is to be able to visually separate and selectively enable specific objects of interest contained in a single volumetric data set, which can be approached by using explicit segmentation information. We show how segmented data sets can be rendered interactively on current consumer graphics hardware with high image quality and pixel-resolution filtering of object boundaries. In order to enhance object perception, we employ different levels of object distinction. First, each object can be assigned an individual transfer function, multiple of which can be applied in a single rendering pass. Second, different rendering modes such as direct volume rendering, iso-surfacing, and non-photorealistic techniques can be selected for each object. A minimal number of rendering passes is achieved by processing sets of objects that share the same rendering mode in a single pass. Third, local compositing modes such as alpha blending and MIP can be selected for each object in addition to a single global mode, thus enabling high-quality two-level volume rendering on GPUs.
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paper_title: Attention and Visual Memory in Visualization and Computer Graphics

paper_content:

A fundamental goal of visualization is to produce images of data that support visual analysis, exploration, and discovery of novel insights. An important consideration during visualization design is the role of human visual perception. How we "see” details in an image can directly impact a viewer's efficiency and effectiveness. This paper surveys research on attention and visual perception, with a specific focus on results that have direct relevance to visualization and visual analytics. We discuss theories of low-level visual perception, then show how these findings form a foundation for more recent work on visual memory and visual attention. We conclude with a brief overview of how knowledge of visual attention and visual memory is being applied in visualization and graphics. We also discuss how challenges in visualization are motivating research in psychophysics.
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paper_title: Smart 3d visualizations in clinical applications

paper_content:

We discuss techniques for the visualization of medical volume data dedicated for their clinical use. We describe the need for rapid dynamic interaction facilities with such visualizations and discuss emphasis techniques in more detail. Another crucial aspect of medical visualization is the integration of 2d and 3d visualizations. In order to organize this discussion, we introduce 6 "Golden" rules for medical visualizations.
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paper_title: Contextual Anatomic Mimesis Hybrid In-Situ Visualization Method for Improving Multi-Sensory Depth Perception in Medical Augmented Reality

paper_content:

The need to improve medical diagnosis and reduce invasive surgery is dependent upon seeing into a living human system. The use of diverse types of medical imaging and endoscopic instruments has provided significant breakthroughs, but not without limiting the surgeon's natural, intuitive and direct 3D perception into the human body. This paper presents a method for the use of augmented reality (AR) for the convergence of improved perception of 3D medical imaging data (mimesis) in context to the patient's own anatomy (in-situ) incorporating the physician's intuitive multi- sensory interaction and integrating direct manipulation with endoscopic instruments. Transparency of the video images recorded by the color cameras of a video see-through, stereoscopic head- mounted-display (HMD) is adjusted according to the position and line of sight of the observer, the shape of the patient's skin and the location of the instrument. The modified video image of the real scene is then blended with the previously rendered virtual anatomy. The effectiveness has been demonstrated in a series of experiments at the Chirurgische Klinik in Munich, Germany with cadaver and in-vivo studies. The results can be applied for designing medical AR training and educational applications.
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paper_title: Exploration of 4D MRI Blood Flow using Stylistic Visualization

paper_content:

Insight into the dynamics of blood-flow considerably improves the understanding of the complex cardiovascular system and its pathologies. Advances in MRI technology enable acquisition of 4D blood-flow data, providing quantitative blood-flow velocities over time. The currently typical slice-by-slice analysis requires a full mental reconstruction of the unsteady blood-flow field, which is a tedious and highly challenging task, even for skilled physicians. We endeavor to alleviate this task by means of comprehensive visualization and interaction techniques. In this paper we present a framework for pre-clinical cardiovascular research, providing tools to both interactively explore the 4D blood-flow data and depict the essential blood-flow characteristics. The framework encompasses a variety of visualization styles, comprising illustrative techniques as well as improved methods from the established field of flow visualization. Each of the incorporated styles, including exploded planar reformats, flow-direction highlights, and arrow-trails, locally captures the blood-flow dynamics and may be initiated by an interactively probed vessel cross-section. Additionally, we present the results of an evaluation with domain experts, measuring the value of each of the visualization styles and related rendering parameters.
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paper_title: Information Visualization: Perception for Design

paper_content:

Most designers know that yellow text presented against a blue background reads clearly and easily, but how many can explain why, and what really are the best ways to help others and ourselves clearly see key patterns in a bunch of data? When we use software, access a website, or view business or scientific graphics, our understanding is greatly enhanced or impeded by the way the information is presented. ::: ::: This book explores the art and science of why we see objects the way we do. Based on the science of perception and vision, the author presents the key principles at work for a wide range of applications--resulting in visualization of improved clarity, utility, and persuasiveness. The book offers practical guidelines that can be applied by anyone: interaction designers, graphic designers of all kinds (including web designers), data miners, and financial analysts. ::: ::: ::: ::: Complete update of the recognized source in industry, research, and academic for applicable guidance on information visualizing. ::: ::: Includes the latest research and state of the art information on multimedia presentation. ::: ::: More than 160 explicit design guidelines based on vision science. ::: ::: A new final chapter that explains the process of visual thinking and how visualizations help us to think about problems. ::: ::: Packed with over 400 informative full color illustrations, which are key to understanding of the subject. ::: ::: Table of Contents ::: ::: ::: Chapter 1. Foundations for an Applied Science of Data Visualization ::: ::: Chapter 2. The Environment, Optics, Resolution, and the Display ::: ::: Chapter 3. Lightness, Brightness, Contrast and Constancy ::: ::: Chapter 4. Color ::: ::: Chapter 5. Visual Salience and Finding Information ::: ::: Chapter 6. Static and Moving Patterns ::: ::: Chapter 7. Space Perception ::: ::: Chapter 8. Visual Objects and Data Objects ::: ::: Chapter 9. Images, Narrative, and Gestures for Explanation ::: ::: Chapter 10. Interacting with Visualizations ::: ::: Chapter 11. Visual Thinking Processes
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paper_title: The haloed line effect for hidden line elimination.

paper_content:

The haloed line effect is a technique where when a line in three-dimensional space passes in front of another line, a gap is produced in the projection of the more distant line. The gap is produced as if an opaque halo surrounded the closer line. This method for approximate hidden-line-elimination is advantageous because explicit surface equations are not necessary. The relative depth of lines, axes, curves and lettering is easily perceived. This technique is especially suitable for the display of finite element grids, three-dimensional contour maps and ruled surfaces. When the lines or curves on a surface are closer than the gap size, the gaps produced close up to produce a complete hidden-line-elimination. A simple but efficient implementation is described which can be used in the rendering of a variety of three-dimensional situations.
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paper_title: Depth-Dependent Halos: Illustrative Rendering of Dense Line Data

paper_content:

We present a technique for the illustrative rendering of 3D line data at interactive frame rates. We create depth-dependent halos around lines to emphasize tight line bundles while less structured lines are de-emphasized. Moreover, the depth-dependent halos combined with depth cueing via line width attenuation increase depth perception, extending techniques from sparse line rendering to the illustrative visualization of dense line data. We demonstrate how the technique can be used, in particular, for illustrating DTI fiber tracts but also show examples from gas and fluid flow simulations and mathematics as well as describe how the technique extends to point data. We report on an informal evaluation of the illustrative DTI fiber tract visualizations with domain experts in neurosurgery and tractography who commented positively about the results and suggested a number of directions for future work.
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paper_title: Visual Perception from a Computer Graphics Perspective

paper_content:

This book provides an introduction to human visual perception suitable for readers studying or working in the fields of computer graphics and visualization, cognitive science, and visual neuroscience. It focuses on how computer graphics images are generated, rather than solely on the organization of the visual system itself; therefore, the text provides a more direct tie between image generation and the resulting perceptual phenomena. It covers such topics as the perception of material properties, illumination, the perception of pictorial space, image statistics, perception and action, and spatial cognition.
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paper_title: Enhancing Depth-Perception with Flexible Volumetric Halos

paper_content:

Volumetric data commonly has high depth complexity which makes it difficult to judge spatial relationships accurately. There are many different ways to enhance depth perception, such as shading, contours, and shadows. Artists and illustrators frequently employ halos for this purpose. In this technique, regions surrounding the edges of certain structures are darkened or brightened which makes it easier to judge occlusion. Based on this concept, we present a flexible method for enhancing and highlighting structures of interest using GPU-based direct volume rendering. Our approach uses an interactively defined halo transfer function to classify structures of interest based on data value, direction, and position. A feature-preserving spreading algorithm is applied to distribute seed values to neighboring locations, generating a controllably smooth field of halo intensities. These halo intensities are then mapped to colors and opacities using a halo profile function. Our method can be used to annotate features at interactive frame rates.
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paper_title: The partial-occlusion effect: utilizing semitransparency in 3D human-computer interaction

paper_content:

This study investigates human performance when using semitransparent tools in interactive 3D computer graphics environments. The article briefly reviews techniques for presenting depth information and examples of applying semitransparency in computer interface design. We hypothesize that when the user moves a semitransparent surface in a 3D environment, the “partial-occlusion” effect introduced through semitransparency acts as an effective cue in target localization—an essential component in many 3D interaction tasks. This hypothesis was tested in an experiment in which subjects were asked to capture dynamic targets (virtual fish) with two versions of a 3D box cursor, one with and one without semitransparent surfaces. Results showed that the partial-occlusion effect through semitransparency significantly improved users' performance in terms of trial completion time, error rate, and error magnitude in both monoscopic and stereoscopic displays. Subjective evaluations supported the conclusions drawn from performance measures. The experimental results and their implications are discussed, with emphasis on the relative, discrete nature of the partial-occlusion effect and on interactions between different depth cues. The article concludes with proposals of a few future research issues and applications of semitransparency in human-computer interaction.
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paper_title: Vicinity shading for enhanced perception of volumetric data

paper_content:

This paper presents a shading model for volumetric data which enhances the perception of surfaces within the volume. The model incorporates uniform diffuse illumination, which arrives equally from all directions at each surface point in the volume. This illumination is attenuated by occlusions in the local vicinity of the surface point, resulting in shadows in depressions and crevices. Experiments by other authors have shown that perception of a surface is superior under uniform diffuse lighting, compared to illumination from point source lighting.
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paper_title: Information limitations in perception of shape from texture

paper_content:

Li and Zaidi (Li, A., and Zaidi, Q. (2000) Vision Research, 40, 217–242) showed that the veridical perception of the 3-dimensional (3D) shape of a corrugated surface from texture cues is entirely dependent on the visibility of critical patterns of oriented energy. These patterns are created by perspective projection of surface markings oriented along lines of maximum 3D curvature. In images missing these orientation modulations, observers confused concavities with convexities, and leftward slants with rightward slants. In this paper, it is shown that these results were a direct consequence of the physical information conveyed by different oriented components of the texture pattern. For texture patterns consisting of single gratings of arbitrary spatial frequency and orientation, equations are derived from perspective geometry that describe the local spatial frequency and orientation for any slant at any height above and below eye level. The analysis shows that only gratings oriented within a few degrees of the axis of maximum curvature exhibit distinct patterns of orientation modulations for convex, concave, and leftward and rightward slanted portions of a corrugated surface. All other gratings exhibit patterns of frequency and orientation modulations that are distinct for curvatures on the one hand and slants on the other, but that are nearly identical for curvatures of different sign, and nearly identical for slants of different direction. The perceived shape of surfaces was measured in a 5AFC paradigm (concave, convex, leftward slant, rightward slant, and flat-frontoparallel). Observers perceived all five shapes correctly only for gratings oriented within a few degrees of the axis of maximum curvature. For all other oriented gratings, observers could distinguish curvatures from slants, but could not distinguish signs of curvature or directions of slant. These results demonstrate that human observers utilize the shape information provided by texture components along both critical and non-critical orientations. © 2001 Elsevier Science Ltd. All rights reserved.
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paper_title: Conveying shape with texture: experimental investigations of texture's effects on shape categorization judgments

paper_content:

We describe the results of two comprehensive controlled observer experiments intended to yield insight into the following question: If we could design the ideal texture pattern to apply to an arbitrary smoothly curving surface in order to enable its 3D shape to be most accurately and effectively perceived, what would the characteristics of that texture pattern be? We begin by reviewing the results of our initial study in this series, which were presented at the 2003 IEEE Symposium on Information Visualization, and offer an expanded analysis of those findings. We continue by presenting the results of a follow-on study in which we sought to more specifically investigate the separate and combined influences on shape perception of particular texture components, with the goal of obtaining a clearer view of their potential information carrying capacities. In each study, we investigated the observers' ability to identify the intrinsic shape category of a surface patch (elliptical, hyperbolic, cylindrical, or flat) and its extrinsic surface orientation (convex, concave, both, or neither). In our first study, we compared performance under eight different texture type conditions, plus two projection conditions (perspective or orthographic) and two viewing conditions (head-on or oblique). We found that: 1) shape perception was better facilitated, in general, by the bidirectional "principal direction grid" pattern than by any of the seven other patterns tested; 2) shape type classification accuracy remained high under the orthographic projection condition for some texture types when the viewpoint was oblique; 3) perspective projection was required for accurate surface orientation classification; and 4) shape classification accuracy was higher when the surface patches were oriented at a (generic) oblique angle to the line of sight than when they were oriented (in a nongeneric pose) to face the viewpoint straight on. In our second study, we compared performance under eight new texture type conditions, redesigned to facilitate gathering insight into the cumulative effects of specific individual directional components in a wider variety of multidirectional texture patterns. We found that shape classification accuracy was equivalently good under a variety of test patterns that included components following either the first or first and second principal directions, in addition to other directions, suggesting that a principal direction grid texture is not the only possible "best option" for enhancing shape representation.
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paper_title: Parts of Visual Objects: An Experimental Test of the Minima Rule

paper_content:

Three experiments were conducted to test Hoffman and Richards's (1984) hypothesis that, for purposes of visual recognition, the human visual system divides three-dimensional shapes into parts at negative minima of curvature. In the first two experiments, subjects observed a simulated object (surface of revolution) rotating about a vertical axis, followed by a display of four alternative parts. They were asked to select a part that was from the object. Two of the four parts were divided at negative minima of curvature and two at positive maxima. When both a minima part and a maxima part from the object were presented on each trial (experiment 1), most of the correct responses were minima parts (101 versus 55). When only one part from the object—either a minima part or a maxima part—was shown on each trial (experiment 2), accuracy on trials with correct minima parts and correct maxima parts did not differ significantly. However, some subjects indicated that they reversed figure and ground, thereby changing ...
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paper_title: Illustrating transparent surfaces with curvature-directed strokes

paper_content:

Transparency can be a useful device for simultaneously depicting multiple superimposed layers of information in a single image. However, in computer-generated pictures-as in photographs and in directly viewed actual objects-it can often be difficult to adequately perceive the three-dimensional shape of a layered transparent surface or its relative depth distance from underlying structures. Inspired by artists' use of line to show shape, we have explored methods for automatically defining a distributed set of opaque surface markings that intend to portray the three-dimensional shape and relative depth of a smoothly curving layered transparent surface in an intuitively meaningful (and minimally occluding) way. This paper describes the perceptual motivation, artistic inspiration and practical implementation of an algorithm for "texturing" a transparent surface with uniformly distributed opaque short strokes, locally oriented in the direction of greatest normal curvature, and of length proportional to the magnitude of the surface curvature in the stroke direction. The driving application for this work is the visualization of layered surfaces in radiation therapy treatment planning data, and the technique is illustrated on transparent isointensity surfaces of radiation dose.
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paper_title: Real-world illumination and the perception of surface reflectance properties

paper_content:

Under typical viewing conditions, we find it easy to distinguish between different materials, such as metal, plastic, and paper. Recognizing materials from their surface reflectance properties (such as lightness and gloss) is a nontrivial accomplishment because of confounding effects of illumination. However, if subjects have tacit knowledge of the statistics of illumination encountered in the real world, then it is possible to reject unlikely image interpretations, and thus to estimate surface reflectance even when the precise illumination is unknown. A surface reflectance matching task was used to measure the accuracy of human surface reflectance estimation. The results of the matching task demonstrate that subjects can match surface reflectance properties reliably and accurately in the absence of context, as long as the illumination is realistic. Matching performance declines when the illumination statistics are not representative of the real world. Together these findings suggest that subjects do use stored assumptions about the statistics of real-world illumination to estimate surface reflectance. Systematic manipulations of pixel and wavelet properties of illuminations reveal that the visual system’s assumptions about illumination are of intermediate complexity (e.g., presence of edges and bright light sources), rather than of high complexity (e.g., presence of recognizable objects in the environment).
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paper_title: Feature Lines for Illustrating Medical Surface Models: Mathematical Background and Survey

paper_content:

This paper provides a tutorial and survey for a specific kind of illustrative visualization technique: feature lines. We examine different feature line methods. For this, we provide the differential geometry behind these concepts and adapt this mathematical field to the discrete differential geometry. All discrete differential geometry terms are explained for triangulated surface meshes. These utilities serve as basis for the feature line methods. We provide the reader with all knowledge to re-implement every feature line method. Furthermore, we summarize the methods and suggest a guideline for which kind of surface which feature line algorithm is best suited. Our work is motivated by, but not restricted to, medical and biological surface models.
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paper_title: Receptive fields and functional architecture of monkey striate cortex

paper_content:

1. The striate cortex was studied in lightly anaesthetized macaque and spider monkeys by recording extracellularly from single units and stimulating the retinas with spots or patterns of light. Most cells can be categorized as simple, complex, or hypercomplex, with response properties very similar to those previously described in the cat. On the average, however, receptive fields are smaller, and there is a greater sensitivity to changes in stimulus orientation. A small proportion of the cells are colour coded.2. Evidence is presented for at least two independent systems of columns extending vertically from surface to white matter. Columns of the first type contain cells with common receptive-field orientations. They are similar to the orientation columns described in the cat, but are probably smaller in cross-sectional area. In the second system cells are aggregated into columns according to eye preference. The ocular dominance columns are larger than the orientation columns, and the two sets of boundaries seem to be independent.3. There is a tendency for cells to be grouped according to symmetry of responses to movement; in some regions the cells respond equally well to the two opposite directions of movement of a line, but other regions contain a mixture of cells favouring one direction and cells favouring the other.4. A horizontal organization corresponding to the cortical layering can also be discerned. The upper layers (II and the upper two-thirds of III) contain complex and hypercomplex cells, but simple cells are virtually absent. The cells are mostly binocularly driven. Simple cells are found deep in layer III, and in IV A and IV B. In layer IV B they form a large proportion of the population, whereas complex cells are rare. In layers IV A and IV B one finds units lacking orientation specificity; it is not clear whether these are cell bodies or axons of geniculate cells. In layer IV most cells are driven by one eye only; this layer consists of a mosaic with cells of some regions responding to one eye only, those of other regions responding to the other eye. Layers V and VI contain mostly complex and hypercomplex cells, binocularly driven.5. The cortex is seen as a system organized vertically and horizontally in entirely different ways. In the vertical system (in which cells lying along a vertical line in the cortex have common features) stimulus dimensions such as retinal position, line orientation, ocular dominance, and perhaps directionality of movement, are mapped in sets of superimposed but independent mosaics. The horizontal system segregates cells in layers by hierarchical orders, the lowest orders (simple cells monocularly driven) located in and near layer IV, the higher orders in the upper and lower layers.
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paper_title: Visual Perception from a Computer Graphics Perspective

paper_content:

This book provides an introduction to human visual perception suitable for readers studying or working in the fields of computer graphics and visualization, cognitive science, and visual neuroscience. It focuses on how computer graphics images are generated, rather than solely on the organization of the visual system itself; therefore, the text provides a more direct tie between image generation and the resulting perceptual phenomena. It covers such topics as the perception of material properties, illumination, the perception of pictorial space, image statistics, perception and action, and spatial cognition.
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paper_title: View Direction, Surface Orientation and Texture Orientation for Perception of Surface Shape

paper_content:

Textures are commonly used to enhance the representation of shape in non-photorealistic rendering applications such as medical drawings. Textures that have elongated linear elements appear to be superior to random textures in that they can, by the way they conform to the surface, reveal the surface shape. We observe that shape following hache marks commonly used in cartography and copper-plate illustration are locally similar to the effect of the lines that can be generated by the intersection of a set of parallel planes with a surface. We use this as a basis for investigating the relationships between view direction, texture orientation and surface orientation in affording surface shape perception. We report two experiments using parallel plane textures. The results show that textures constructed from planes more nearly orthogonal to the line of sight tend to be better at revealing surface shape. Also, viewing surfaces from an oblique view is much better for revealing surface shape than viewing them from directly above.
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paper_title: Observer biases in the 3D interpretation of line drawings

paper_content:

Line drawings produced by contours traced on a surface can produce a vivid impression of the surface shape. The stability of this perception is notable considering that the information provided by the surface contours is quite ambiguous. We have studied the stability of line drawing perception from psychophysical and computational standpoints. For a given family of simple line drawings, human observers could perceive the drawings as depicting either an elliptic (egg-shaped) or hyperbolic (saddle-shaped) smooth surface patch. Rotation of the image along the line of sight and change in aspect ratio of the line drawing could bias the observer toward either interpretation. The results were modeled by a simple Bayesian observer that computes the probability to choose either interpretation given the information in the image and prior preferences. The model’s decision rule is noncommitting: for a given input image its responses are still probabilistic, reflecting variability in the modeled observers’ judgements. A good fit to the data was obtained when three observer assumptions were introduced: a preference for convex surfaces, a preference for surface contours aligned with the principal lines of curvature, and a preference for a surface orientation consistent with an object viewed from above. We discuss how these assumptions might reflect regularities of the visual world. © 1998 Elsevier Science Ltd. All rights reserved.
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paper_title: Minimodularity and the perception of layout

paper_content:

SUMMARY In natural vision, information overspecifies the relative distances between objects and their layout in three dimensions. Directed perception applies (Cutting, 1986), rather than direct or indirect perception, because any single source of information (or cue) might be adequate to reveal relative depth (or local depth order), but many are present and useful to observers. Such overspecification presents the theoretical problem of how perceivers use this multiplicity of information to arrive at a unitary appreciation of distance between objects in the environment. This article examines three models of directed perception: selection, in which only one source of information is used; addition, in which all sources are used in simple combination; and multiplication, in which interactions among sources can occur. To establish perceptual overspecification, we created stimuli with four possible sources of monocular spatial information, using all combinations of the presence or absence of relative size, height in the projection plane, occlusion, and motion parallax. Visual stimuli were computer generated and consisted of three untextured parallel planes arranged in depth. Three tasks were used: one of magnitude estimation of exocentric distance within a stimulus, one of dissimilarity judgment in how a pair of stimuli revealed depth, and one of choice judgment within a pair as to which one revealed depth best. Grouped and individual results of the one direct and two indirect scaling tasks suggest that perceivers use these sources of information in an additive fashion. That is, one source (or cue) is generally substitutable for another, and the more sources that are present, the more depth is revealed. This pattern of results suggests independent use of information by four separate, functional subsystems within the visual system, here called minimodules. Evidence for and advantages of mmimodularity are discussed.
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paper_title: Enhancing transparent skin surfaces with ridge and valley lines

paper_content:

There are many applications that can benefit from the simultaneous display of multiple layers of data. The objective in these cases is to render the layered surfaces in a such way that the outer structures can be seen and seen through at the same time. The paper focuses on the particular application of radiation therapy treatment planning, in which physicians need to understand the three dimensional distribution of radiation dose in the context of patient anatomy. We describe a promising technique for communicating the shape and position of the transparent skin surface while at the same time minimally occluding underlying isointensity dose surfaces and anatomical objects: adding a sparse, opaque texture comprised of a small set of carefully chosen lines. We explain the perceptual motivation for explicitly drawing ridge and valley curves on a transparent surface, describe straightforward mathematical techniques for detecting and rendering these lines, and propose a small number of reasonably effective methods for selectively emphasizing the most perceptually relevant lines in the display.
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paper_title: Perceiving spatial relationships in computer-generated images

paper_content:

The sources of visual information that must be present to correctly interpret spatial relations in images, the relative importance of different visual information sources with regard to metric judgments of spatial relations in images, and the ways that the task in which the images are used affect the visual information's usefulness are discussed. Cue theory, which states that the visual system computes the distances of objects in the environment based on information from the posture of the eyes and from the patterns of light projected onto the retinas by the environment, is presented. Three experiments in which the influence of pictorial cues on perceived spatial relations in computer-generated images was assessed are discussed. Each experiment examined the accuracy with which subjects matched the position, orientation, and size of a test object with a standard by interactively translating, rotating, and scaling the test object. >
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paper_title: Perceptually-Based Depth-Ordering Enhancement for Direct Volume Rendering

paper_content:

Visualizing complex volume data usually renders selected parts of the volume semitransparently to see inner structures of the volume or provide a context. This presents a challenge for volume rendering methods to produce images with unambiguous depth-ordering perception. Existing methods use visual cues such as halos and shadows to enhance depth perception. Along with other limitations, these methods introduce redundant information and require additional overhead. This paper presents a new approach to enhancing depth-ordering perception of volume rendered images without using additional visual cues. We set up an energy function based on quantitative perception models to measure the quality of the images in terms of the effectiveness of depth-ordering and transparency perception as well as the faithfulness of the information revealed. Guided by the function, we use a conjugate gradient method to iteratively and judiciously enhance the results. Our method can complement existing systems for enhancing volume rendering results. The experimental results demonstrate the usefulness and effectiveness of our approach.
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paper_title: About the Influence of Illumination Models on Image Comprehension in Direct Volume Rendering

paper_content:

In this paper, we present a user study in which we have investigated the influence of seven state-of-the-art volumetric illumination models on the spatial perception of volume rendered images. Within the study, we have compared gradient-based shading with half angle slicing, directional occlusion shading, multidirectional occlusion shading, shadow volume propagation, spherical harmonic lighting as well as dynamic ambient occlusion. To evaluate these models, users had to solve three tasks relying on correct depth as well as size perception. Our motivation for these three tasks was to find relations between the used illumination model, user accuracy and the elapsed time. In an additional task, users had to subjectively judge the output of the tested models. After first reviewing the models and their features, we will introduce the individual tasks and discuss their results. We discovered statistically significant differences in the testing performance of the techniques. Based on these findings, we have analyzed the models and extracted those features which are possibly relevant for the improved spatial comprehension in a relational task. We believe that a combination of these distinctive features could pave the way for a novel illumination model, which would be optimized based on our findings.
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paper_title: Automatic Lighting Design using a Perceptual Quality Metric

paper_content:

Lighting has a crucial impact on the appearance of 3D objects and on the ability of an image to communicate information about a 3D scene to a human observer. This paper presents a new automatic lighting design approach for comprehensible rendering of 3D objects. Given a geometric model of a 3D object or scene, the material properties of the surfaces in the model, and the desired viewing parameters, our approach automatically determines the values of various lighting parameters by optimizing a perception-based image quality objective function. This objective function is designed to quantify the extent to which an image of a 3D scene succeeds in communicating scene information, such as the 3D shapes of the objects, fine geometric details, and the spatial relationships between the objects. Our results demonstrate that the proposed approach is an effective lighting design tool, suitable for users without expertise or knowledge in visual perception or in lighting design.
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paper_title: Volume illustration: nonphotorealistic rendering of volume models

paper_content:

Accurately and automatically conveying the structure of a volume model is a problem which has not been fully solved by existing volume rendering approaches. Physics-based volume rendering approaches create images which may match the appearance of translucent materials in nature but may not embody important structural details. Transfer function approaches allow flexible design of the volume appearance but generally require substantial hand-tuning for each new data set in order to be effective. We introduce the volume illustration approach, combining the familiarity of a physics-based illumination model with the ability to enhance important features using non-photorealistic rendering techniques. Since the features to be enhanced are defined on the basis of local volume characteristics rather than volume sample values, the application of volume illustration techniques requires less manual tuning than the design of a good transfer function. Volume illustration provides a flexible unified framework for enhancing the structural perception of volume models through the amplification of features and the addition of illumination effects.
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paper_title: Visualizing 3D Flow

paper_content:

We discuss volume line integral convolution (LIC) techniques for effectively visualizing 3D flow, including using visibility-impeding halos and efficient asymmetric filter kernels. Specifically, we suggest techniques for selectively emphasizing critical regions of interest in a flow; facilitating the accurate perception of the 3D depth and orientation of overlapping streamlines; efficiently incorporating an indication of orientation into a flow representation; and conveying additional information about related scalar quantities such as temperature or vorticity over a flow via subtle, continuous line width and color variations.
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paper_title: Information limitations in perception of shape from texture

paper_content:

Li and Zaidi (Li, A., and Zaidi, Q. (2000) Vision Research, 40, 217–242) showed that the veridical perception of the 3-dimensional (3D) shape of a corrugated surface from texture cues is entirely dependent on the visibility of critical patterns of oriented energy. These patterns are created by perspective projection of surface markings oriented along lines of maximum 3D curvature. In images missing these orientation modulations, observers confused concavities with convexities, and leftward slants with rightward slants. In this paper, it is shown that these results were a direct consequence of the physical information conveyed by different oriented components of the texture pattern. For texture patterns consisting of single gratings of arbitrary spatial frequency and orientation, equations are derived from perspective geometry that describe the local spatial frequency and orientation for any slant at any height above and below eye level. The analysis shows that only gratings oriented within a few degrees of the axis of maximum curvature exhibit distinct patterns of orientation modulations for convex, concave, and leftward and rightward slanted portions of a corrugated surface. All other gratings exhibit patterns of frequency and orientation modulations that are distinct for curvatures on the one hand and slants on the other, but that are nearly identical for curvatures of different sign, and nearly identical for slants of different direction. The perceived shape of surfaces was measured in a 5AFC paradigm (concave, convex, leftward slant, rightward slant, and flat-frontoparallel). Observers perceived all five shapes correctly only for gratings oriented within a few degrees of the axis of maximum curvature. For all other oriented gratings, observers could distinguish curvatures from slants, but could not distinguish signs of curvature or directions of slant. These results demonstrate that human observers utilize the shape information provided by texture components along both critical and non-critical orientations. © 2001 Elsevier Science Ltd. All rights reserved.
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paper_title: Ridge-valley lines on meshes via implicit surface fitting

paper_content:

We propose a simple and effective method for detecting view-and scale-independent ridge-valley lines defined via first- and second-order curvature derivatives on shapes approximated by dense triangle meshes. A high-quality estimation of high-order surface derivatives is achieved by combining multi-level implicit surface fitting and finite difference approximations. We demonstrate that the ridges and valleys are geometrically and perceptually salient surface features, and, therefore, can be potentially used for shape recognition, coding, and quality evaluation purposes.
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paper_title: Conveying shape with texture: experimental investigations of texture's effects on shape categorization judgments

paper_content:

We describe the results of two comprehensive controlled observer experiments intended to yield insight into the following question: If we could design the ideal texture pattern to apply to an arbitrary smoothly curving surface in order to enable its 3D shape to be most accurately and effectively perceived, what would the characteristics of that texture pattern be? We begin by reviewing the results of our initial study in this series, which were presented at the 2003 IEEE Symposium on Information Visualization, and offer an expanded analysis of those findings. We continue by presenting the results of a follow-on study in which we sought to more specifically investigate the separate and combined influences on shape perception of particular texture components, with the goal of obtaining a clearer view of their potential information carrying capacities. In each study, we investigated the observers' ability to identify the intrinsic shape category of a surface patch (elliptical, hyperbolic, cylindrical, or flat) and its extrinsic surface orientation (convex, concave, both, or neither). In our first study, we compared performance under eight different texture type conditions, plus two projection conditions (perspective or orthographic) and two viewing conditions (head-on or oblique). We found that: 1) shape perception was better facilitated, in general, by the bidirectional "principal direction grid" pattern than by any of the seven other patterns tested; 2) shape type classification accuracy remained high under the orthographic projection condition for some texture types when the viewpoint was oblique; 3) perspective projection was required for accurate surface orientation classification; and 4) shape classification accuracy was higher when the surface patches were oriented at a (generic) oblique angle to the line of sight than when they were oriented (in a nongeneric pose) to face the viewpoint straight on. In our second study, we compared performance under eight new texture type conditions, redesigned to facilitate gathering insight into the cumulative effects of specific individual directional components in a wider variety of multidirectional texture patterns. We found that shape classification accuracy was equivalently good under a variety of test patterns that included components following either the first or first and second principal directions, in addition to other directions, suggesting that a principal direction grid texture is not the only possible "best option" for enhancing shape representation.
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paper_title: Illustrating transparent surfaces with curvature-directed strokes

paper_content:

Transparency can be a useful device for simultaneously depicting multiple superimposed layers of information in a single image. However, in computer-generated pictures-as in photographs and in directly viewed actual objects-it can often be difficult to adequately perceive the three-dimensional shape of a layered transparent surface or its relative depth distance from underlying structures. Inspired by artists' use of line to show shape, we have explored methods for automatically defining a distributed set of opaque surface markings that intend to portray the three-dimensional shape and relative depth of a smoothly curving layered transparent surface in an intuitively meaningful (and minimally occluding) way. This paper describes the perceptual motivation, artistic inspiration and practical implementation of an algorithm for "texturing" a transparent surface with uniformly distributed opaque short strokes, locally oriented in the direction of greatest normal curvature, and of length proportional to the magnitude of the surface curvature in the stroke direction. The driving application for this work is the visualization of layered surfaces in radiation therapy treatment planning data, and the technique is illustrated on transparent isointensity surfaces of radiation dose.
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paper_title: Apparent ridges for line drawing

paper_content:

Three-dimensional shape can be drawn using a variety of feature lines, but none of the current definitions alone seem to capture all visually-relevant lines. We introduce a new definition of feature lines based on two perceptual observations. First, human perception is sensitive to the variation of shading, and since shape perception is little affected by lighting and reflectance modification, we should focus on normal variation. Second, view-dependent lines better convey smooth surfaces. From this we define view-dependent curvature as the variation of the surface normal with respect to a viewing screen plane, and apparent ridges as the loci of points that maximize a view-dependent curvature. We present a formal definition of apparent ridges and an algorithm to render line drawings of 3D meshes. We show that our apparent ridges encompass or enhance aspects of several other feature lines.
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paper_title: Using NPR to evaluate perceptual shape cues in dynamic environments

paper_content:

We present a psychophysical experiment to determine the effectiveness of perceptual shape cues for rigidly moving objects in an interactive, highly dynamic task. We use standard non-photorealistic (NPR) techniques to carefully separate and study shape cues common to many rendering systems. Our experiment is simple to implement, engaging and intuitive for participants, and sensitive enough to detect significant differences between individual shape cues. We demonstrate our experimental design with a user study. In that study, participants are shown 16 moving objects, 4 of which are designated targets, rendered in different shape-from-X styles. Participants select targets projected onto a touch-sensitive table. We find that simple Lambertian shading offers the best shape cue in our user study, followed by contours and, lastly, texturing. Further results indicate that multiple shape cues should be used with care, as these may not behave additively.
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paper_title: Feature Lines for Illustrating Medical Surface Models: Mathematical Background and Survey

paper_content:

This paper provides a tutorial and survey for a specific kind of illustrative visualization technique: feature lines. We examine different feature line methods. For this, we provide the differential geometry behind these concepts and adapt this mathematical field to the discrete differential geometry. All discrete differential geometry terms are explained for triangulated surface meshes. These utilities serve as basis for the feature line methods. We provide the reader with all knowledge to re-implement every feature line method. Furthermore, we summarize the methods and suggest a guideline for which kind of surface which feature line algorithm is best suited. Our work is motivated by, but not restricted to, medical and biological surface models.
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paper_title: Comprehensible rendering of 3-D shapes

paper_content:

We propose a new rendering technique that produces 3-D images with enhanced visual comprehensibility. Shape features can be readily understood if certain geometric properties are enhanced. To achieve this, we develop drawing algorithms for discontinuities, edges, contour lines, and curved hatching. All of them are realized with 2-D image processing operations instead of line tracking processes, so that they can be efficiently combined with conventional surface rendering algorithms.Data about the geometric properties of the surfaces are preserved as Geometric Buffers (G-buffers). Each G-buffer contains one geometric property such as the depth or the normal vector of each pixel. By using G-buffers as intermediate results, artificial enhancement processes are separated from geometric processes (projection and hidden surface removal) and physical processes (shading and texture mapping), and performed as postprocesses. This permits a user to rapidly examine various combinations of enhancement techniques without excessive recomputation, and easily obtain the most comprehensible image.Our method can be widely applied for various purposes. Several of these, edge enhancement, line drawing illustrations, topographical maps, medical imaging, and surface analysis, are presented in this paper.
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paper_title: The Guild handbook of scientific illustration

paper_content:

Authors and Editors. Acknowledgements. Introduction. PART I. BASICS. Generalized Steps. Studio Basics. Archival Considerations. Light on Form. PAT II. RENDERING TECHNIQUES. Line and Ink. Pencil. Carbon Dust. Watercolor and Wash. Gouache and Acrylics. Airbrush. Murals and Dioramas. Model Building. Introduction to Computer Graphics. From 2-D to 3-D. PART III. SUBJECT MATTER. Illustrating Molecules. Illustrating Earth Sciences. Illustrating Astronomy. Illustrating Plants. Illustrating Fossils. Illustrating Invertebrates. Illustrating Fishes. Illustrating Amphibians and Reptiles. Illustrating Birds. Illustrating Mammals. Illustrating Animals in Their Habitats. Illustrating Humans and Their Artifacts. Illustrating Medical Subjects. PART IV. BEYOND BASICS. Using the Microscope. Charts and Diagrams. Cartography for the Scientific Illustrator. Copy Photography. The Printing Process. PART V. THE BUSINESS OF SCIENTIFIC ILLUSTRATION. Copyright. Contracts. Operating a Freelance Business. Index of Illustrators. Index. About the Editors.
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paper_title: Strategies for effectively visualizing 3D flow with volume LIC

paper_content:

This paper discusses strategies for effectively portraying 3D flow using volume line integral convolution. Issues include defining an appropriate input texture, clarifying the distinct identities and relative depths of the advected texture elements, and selectively highlighting regions of interest in both the input and output volumes. Apart from offering insights into the greater potential of 3D LIC as a method for effectively representing flow in a volume, a principal contribution of this work is the suggestion of a technique for generating and rendering 3D visibility-impeding "halos" that can help to intuitively indicate the presence of depth discontinuities between contiguous elements in a projection and thereby clarify the 3D spatial organization of elements in the flow. The proposed techniques are applied to the visualization of a hot, supersonic, laminar jet exiting into a colder, subsonic coflow.
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paper_title: Conveying the 3d shape of smoothly curving transparent surfaces via texture

paper_content:

Transparency can be a useful device for depicting multiple overlapping surfaces in a single image. The challenge is to render the transparent surfaces in such a way that their 3D shape can be readily understood and their depth distance from underlying structures clearly perceived. This paper describes our investigations into the use of sparsely-distributed discrete, opaque texture as an artistic device for more explicitly indicating the relative depth of a transparent surface and for communicating the essential features of its 3D shape in an intuitively meaningful and minimally occluding way. The driving application for this work is the visualization of layered surfaces in radiation therapy treatment planning data, and the technique is illustrated on transparent isointensity surfaces of radiation dose. We describe the perceptual motivation and artistic inspiration for defining a stroke texture that is locally oriented in the direction of greatest normal curvature (and in which individual strokes are of a length proportional to the magnitude of the curvature in the direction they indicate), and we discuss two alternative methods for applying this texture to isointensity surfaces defined in a volume. We propose an experimental paradigm for objectively measuring observers' ability to judge the shape and depth of a layered transparent surface, in the course of a task which is relevant to the needs of radiotherapy treatment planning, and use this paradigm to evaluate the practical effectiveness of our approach through a controlled observer experiment based on images generated from actual clinical data.
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paper_title: Combining Silhouettes, Surface, and Volume Rendering for Surgery Education and Planning

paper_content:

We introduce a flexible combination of volume, surface, and line rendering. We employ object-based edge detection because this allows a flexible parametrization of the generated lines. Our techniques were developed mainly for medical applications using segmented patient-individual volume datasets. In addition, we present an evaluation of the generated visualizations with 8 medical professionals and 25 laypersons. Integration of lines in conventional rendering turned out to be appropriate.
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paper_title: View Direction, Surface Orientation and Texture Orientation for Perception of Surface Shape

paper_content:

Textures are commonly used to enhance the representation of shape in non-photorealistic rendering applications such as medical drawings. Textures that have elongated linear elements appear to be superior to random textures in that they can, by the way they conform to the surface, reveal the surface shape. We observe that shape following hache marks commonly used in cartography and copper-plate illustration are locally similar to the effect of the lines that can be generated by the intersection of a set of parallel planes with a surface. We use this as a basis for investigating the relationships between view direction, texture orientation and surface orientation in affording surface shape perception. We report two experiments using parallel plane textures. The results show that textures constructed from planes more nearly orthogonal to the line of sight tend to be better at revealing surface shape. Also, viewing surfaces from an oblique view is much better for revealing surface shape than viewing them from directly above.
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paper_title: Volume illustration: nonphotorealistic rendering of volume models

paper_content:

Accurately and automatically conveying the structure of a volume model is a problem which has not been fully solved by existing volume rendering approaches. Physics-based volume rendering approaches create images which may match the appearance of translucent materials in nature but may not embody important structural details. Transfer function approaches allow flexible design of the volume appearance but generally require substantial hand-tuning for each new data set in order to be effective. We introduce the volume illustration approach, combining the familiarity of a physics-based illumination model with the ability to enhance important features using non-photorealistic rendering techniques. Since the features to be enhanced are defined on the basis of local volume characteristics rather than volume sample values, the application of volume illustration techniques requires less manual tuning than the design of a good transfer function. Volume illustration provides a flexible unified framework for enhancing the structural perception of volume models through the amplification of features and the addition of illumination effects.
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paper_title: The Chromostereoscopic Process: A Novel Single Image Stereoscopic Process

paper_content:

A novel stereoscopic depth encoding/decoding process has been developed which considerably simplifies the creation and presentation of stereoscopic images in a wide range of display media. The patented chromostereoscopic process is unique because the encoding of depth information is accomplished in a single image. The depth encoded image can be viewed with the unaided eye as a normal two dimensional image. The image attains the appearance of depth, however, when viewed by means of the inexpensive and compact depth decoding passive optical system. The process is compatible with photographic, printed, video, slide projected, computer graphic, and laser generated color images. The range of perceived depth in a given image can be selected by the viewer through the use of "tunable depth" decoding optics, allowing infinite and smooth tuning from exaggerated normal depth through zero depth to exaggerated inverse depth. The process is insensitive to the head position of the viewer. Depth encoding is accomplished by mapping the desired perceived depth of an image component into spectral color. Depth decoding is performed by an optical system which shifts the spatial positions of the colors in the image to create left and right views. The process is particularly well suited to the creation of stereoscopic laser shows. Other applications are also being pursued.
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paper_title: Enhancing transparent skin surfaces with ridge and valley lines

paper_content:

There are many applications that can benefit from the simultaneous display of multiple layers of data. The objective in these cases is to render the layered surfaces in a such way that the outer structures can be seen and seen through at the same time. The paper focuses on the particular application of radiation therapy treatment planning, in which physicians need to understand the three dimensional distribution of radiation dose in the context of patient anatomy. We describe a promising technique for communicating the shape and position of the transparent skin surface while at the same time minimally occluding underlying isointensity dose surfaces and anatomical objects: adding a sparse, opaque texture comprised of a small set of carefully chosen lines. We explain the perceptual motivation for explicitly drawing ridge and valley curves on a transparent surface, describe straightforward mathematical techniques for detecting and rendering these lines, and propose a small number of reasonably effective methods for selectively emphasizing the most perceptually relevant lines in the display.
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paper_title: 3D Visualization of Vasculature: An Overview

paper_content:

A large variety of techniques has been developed to visualize vascular structures. These techniques differ in the necessary preprocessing effort, in the computational effort to create the visualizations, in the accuracy with respect to the underlying image data and in the visual quality of the result. In this overview, we compare 3D visualization methods and discuss their applicability for diagnosis, therapy planning and educational purposes. We consider direct volume rendering as well as surface rendering.
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paper_title: Conveying the 3d shape of smoothly curving transparent surfaces via texture

paper_content:

Transparency can be a useful device for depicting multiple overlapping surfaces in a single image. The challenge is to render the transparent surfaces in such a way that their 3D shape can be readily understood and their depth distance from underlying structures clearly perceived. This paper describes our investigations into the use of sparsely-distributed discrete, opaque texture as an artistic device for more explicitly indicating the relative depth of a transparent surface and for communicating the essential features of its 3D shape in an intuitively meaningful and minimally occluding way. The driving application for this work is the visualization of layered surfaces in radiation therapy treatment planning data, and the technique is illustrated on transparent isointensity surfaces of radiation dose. We describe the perceptual motivation and artistic inspiration for defining a stroke texture that is locally oriented in the direction of greatest normal curvature (and in which individual strokes are of a length proportional to the magnitude of the curvature in the direction they indicate), and we discuss two alternative methods for applying this texture to isointensity surfaces defined in a volume. We propose an experimental paradigm for objectively measuring observers' ability to judge the shape and depth of a layered transparent surface, in the course of a task which is relevant to the needs of radiotherapy treatment planning, and use this paradigm to evaluate the practical effectiveness of our approach through a controlled observer experiment based on images generated from actual clinical data.
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paper_title: Illustrative Visualization of Vascular Models for Static 2D Representations

paper_content:

Depth assessment of 3D vascular models visualized on 2D displays is often difficult, especially in complex workspace conditions such as in the operating room. To address these limitations, we propose a new visualization technique for 3D vascular models. Our technique is tailored to static monoscopic 2D representations, as they are often used during surgery. To improve depth assessment, we propose a combination of supporting lines, view-aligned quads, and illustrative shadows. In addition, a hatching scheme that uses different line styles depending on a distance measure is applied to encode vascular shape as well as the distance to tumors. The resulting visualization can be displayed on monoscopic 2D monitors and on 2D printouts without the requirement to use color or intensity gradients. A qualitative study with 15 participants and a quantitative study with 50 participants confirm that the proposed visualization technique significantly improves depth assessment of complex 3D vascular models.
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paper_title: Depth-enhanced maximum intensity projection

paper_content:

The two most common methods for the visualization of volumetric data are Direct Volume Rendering (DVR) and Maximum Intensity Projection (MIP). Direct Volume Rendering is superior to MIP in providing a larger amount of properly shaded details, because it employs a more complex shading model together with the use of user-defined transfer functions. However, the generation of adequate transfer functions is a laborious and time costly task, even for expert users. As a consequence, medical doctors often use MIP because it does not require the definition of complex transfer functions and because it gives good results on contrasted images. Unfortunately, MIP does not allow to perceive depth ordering and therefore spatial context is lost. In this paper we present a new approach to MIP rendering that uses depth and simple color blending to disambiguate the ordering of internal structures, while maintaining most of the details visible through MIP. It is usually faster than DVR and only requires the transfer function used by MIP rendering.
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paper_title: Adapted Surface Visualization of Cerebral Aneurysms with Embedded Blood Flow Information

paper_content:

Cerebral aneurysms are a vascular dilatation induced by a pathological change of the vessel wall and often require treatment to avoid rupture. Therefore, it is of main interest, to estimate the risk of rupture, to gain a deeper understanding of aneurysm genesis, and to plan an actual intervention, the surface morphology and the internal blood flow characteristics. Visual exploration is primarily used to understand such complex and variable type of data. Since the blood flow data is strongly influenced by the surrounding vessel morphology both have to be visually combined to efficiently support visual exploration. Since the flow is spatially embedded in the surrounding aneurysm surface, occlusion problems have to be tackled. Thereby, a meaningful visual reduction of the aneurysm surface that still provides morphological hints is necessary. We accomplish this by applying an adapted illustrative rendering style to the aneurysm surface. Our contribution lies in the combination and adaption of several rendering styles, which allow us to reduce the problem of occlusion and avoid most of the disadvantages of the traditional semi-transparent surface rendering, like ambiguities in perception of spatial relationships. In interviews with domain experts, we derived visual requirements. Later, we conducted an initial survey with 40 participants (13 medical experts of them), which leads to further improvements of our approach.
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paper_title: Adaptive Surface Visualization of Vessels with Animated Blood Flow

paper_content:

The investigation of hemodynamic information for the assessment of cardiovascular diseases CVDs gained importance in recent years. Improved flow measuring modalities and computational fluid dynamics CFD simulations yield in reliable blood flow information. For a visual exploration of the flow information, domain experts are used to investigate the flow information combined with its enclosed vessel anatomy. Since the flow is spatially embedded in the surrounding vessel surface, occlusion problems have to be resolved. A visual reduction of the vessel surface that still provides important anatomical features is required. We accomplish this by applying an adaptive surface visualization inspired by the suggestive contour measure. Furthermore, an illustration is employed to highlight the animated pathlines and to emphasize nearby surface regions. Our approach combines several visualization techniques to improve the perception of surface shape and depth. Thereby, we ensure appropriate visibility of the embedded flow information, which can be depicted with established or advanced flow visualization techniques. We apply our approach to cerebral aneurysms and aortas with simulated and measured blood flow. An informal user feedback with nine domain experts, we confirm the advantages of our approach compared with existing methods, e.g. semi-transparent surface rendering. Additionally, we assessed the applicability and usefulness of the pathline animation with highlighting nearby surface regions.
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paper_title: Toward a Perceptual Theory of Flow Visualization

paper_content:

Currently, most researchers in visualization pay very little attention to vision science. The exception is when the effective use of color is the subject. Little research in flow visualization includes a discussion of the related perceptual theory. Nor does it include an evaluation of effectiveness of the display techniques that are generated. This is so, despite Laidlaw's paper showing that such an evaluation is relatively straightforward. Of course, it's not always necessary to relate visualization research to perceptual theory. If the purpose of the research is to increase the efficiency of an algorithm, then the proper test is one of efficiency, not of perceptual validity. But when a new representation of data is the subject of research, addressing how perceptually effective it is - either by means of a straightforward empirical comparison with existing methods or analytically, relating the new mapping to perceptual theory - should be a matter of course. A strong interdisciplinary approach, including the disciplines of perception, design, and computer science will produce better science and better design in that empirically and theoretically validated visual display techniques will result.
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paper_title: Retro-rendering with Vector-Valued Light: Producing Local Illumination from the Transport Equation

paper_content:

Many rendering algorithms can be understood as numerical solvers for the light-transport equation. Local illumination is probably the most widely implemented rendering algorithm: it is simple, fast, and encoded in 3D graphics hardware. It is not, however, derived as a solution to the light-transport equation. We show that the light-transport equation can be re-interpreted to produce local illumination by using vector-valued light and matrix-valued reflectance. This result fills an important gap in the theory of rendering. Using this framework, local and global illumination result from merely changing the values of parameters in the governing equation, permitting the equation and its algorithmic implementation to remain fixed.
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paper_title: Interactive volume rendering of thin thread structures within multivalued scientific data sets

paper_content:

We present a threads and halos representation for interactive volume rendering of vector-field structure and describe a number of additional components that combine to create effective visualizations of multivalued 3D scientific data. After filtering linear structures, such as flow lines, into a volume representation, we use a multilayer volume rendering approach to simultaneously display this derived volume along with other data values. We demonstrate the utility of threads and halos in clarifying depth relationships within dense renderings and we present results from two scientific applications: visualization of second-order tensor valued magnetic resonance imaging (MRI) data and simulated 3D fluid flow data. In both application areas, the interactivity of the visualizations proved to be important to the domain scientists. Finally, we describe a PC-based implementation of our framework along with domain specific transfer functions, including an exploratory data culling tool, that enable fast data exploration.
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paper_title: Strategies for effectively visualizing 3D flow with volume LIC

paper_content:

This paper discusses strategies for effectively portraying 3D flow using volume line integral convolution. Issues include defining an appropriate input texture, clarifying the distinct identities and relative depths of the advected texture elements, and selectively highlighting regions of interest in both the input and output volumes. Apart from offering insights into the greater potential of 3D LIC as a method for effectively representing flow in a volume, a principal contribution of this work is the suggestion of a technique for generating and rendering 3D visibility-impeding "halos" that can help to intuitively indicate the presence of depth discontinuities between contiguous elements in a projection and thereby clarify the 3D spatial organization of elements in the flow. The proposed techniques are applied to the visualization of a hot, supersonic, laminar jet exiting into a colder, subsonic coflow.
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paper_title: Depth-Dependent Halos: Illustrative Rendering of Dense Line Data

paper_content:

We present a technique for the illustrative rendering of 3D line data at interactive frame rates. We create depth-dependent halos around lines to emphasize tight line bundles while less structured lines are de-emphasized. Moreover, the depth-dependent halos combined with depth cueing via line width attenuation increase depth perception, extending techniques from sparse line rendering to the illustrative visualization of dense line data. We demonstrate how the technique can be used, in particular, for illustrating DTI fiber tracts but also show examples from gas and fluid flow simulations and mathematics as well as describe how the technique extends to point data. We report on an informal evaluation of the illustrative DTI fiber tract visualizations with domain experts in neurosurgery and tractography who commented positively about the results and suggested a number of directions for future work.
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paper_title: LineAO—Improved Three-Dimensional Line Rendering

paper_content:

Rendering large numbers of dense line bundles in three dimensions is a common need for many visualization techniques, including streamlines and fiber tractography. Unfortunately, depiction of spatial relations inside these line bundles is often difficult but critical for understanding the represented structures. Many approaches evolved for solving this problem by providing special illumination models or tube-like renderings. Although these methods improve spatial perception of individual lines or related sets of lines, they do not solve the problem for complex spatial relations between dense bundles of lines. In this paper, we present a novel approach that improves spatial and structural perception of line renderings by providing a novel ambient occlusion approach suited for line rendering in real time.
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paper_title: On the Tyranny of Hypothesis Testing in the Social Sciences

paper_content:

Gerd Gigerenzer, professor of psychology at the University of Salzburg (Austria), is coeditor, with L. Kruger, L.J. Daston, and M. Heidelberger, of The Probabilistic Revolution, Vol. 1: Ideas in History. •Zeno Swijtink is assistant professor f history and philosophy of science at Indiana University Bloomington. •Theodore Porter is associate professor of history at the University of Virginia (Charlottesville) and author of The Rise of Statistical Thinking. •Lorraine Daston is professor of the history of science at the University of Gottingen (Germany) and author of Classical Probability in the Enlightenment. •John Beatty is associate professor of the history of science and technology at the University of Minnesota (Minneapolis). •Lorenz Kruger is professor of philosophy at the University of Gottingen (Germany). •Geoffrey R. Loftus, professor of psychology at the University of Washington (Seattle), is coauthor, with E.F. Loftus of Essence of Statistics (2nd ed.).
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paper_title: The assumed light direction for perceiving shape from shading

paper_content:

Recovering 3D shape from shading is an ill-posed problem that the visual system can solve only by making use of additional information such as the position of the light source. Previous research has shown that people tend to assume light is above and slightly to the left of the object [Sun and Perona 1998]. We present a study to investigate whether the visual system also assumes the angle between the light direction and the viewing direction. We conducted a shape perception experiment in which subjects estimated surface orientation on smooth, virtual 3D shapes displayed monocularly using local Lambertian shading without cast shadows. We varied the angle between the viewing direction and the light direction within a range +/- 66 deg (above/below), and subjects indicated local surface orientation by rotating a gauge figure to appear normal to the surface [Koenderink et al. 1992]. Observer settings were more accurate and precise when the light was positioned above rather than below the viewpoint. Additionally, errors were minimized when the angle between the light direction and the viewing direction was 20--30 deg. Measurements of surface slant and tilt error support this result. These findings confirm the light-from-above prior and provide evidence that the angle between the viewing direction and the light direction is assumed to be 20--30 deg above the viewpoint.
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paper_title: Slant-tilt: The visual encoding of surface orientation

paper_content:

A specific form for the internal representation of local surface orientation is proposed, which is similar to Gibson's (1950) “amount and direction of slant”. Slant amount is usually quantifed by the angle σ between the surface normal and the line of sight (0°≦σ≦90°). Slant direction corresponds to the direction of the gradient of distance from the viewer to the surface, and may be defined by the image direction τ to which the surface normal would project (0°≦τ≦360°). Since the direction of slant is specified by the tilt of the projected surface normal, it is referred to as surface tilt (Stevens, 1979; Marr, 1982). The two degrees of freedom of orientation are therefore quantified by slant, an angle measured perpendicular to the image plane, and tilt, an angle measured in the image plane. The slanttilt form provides several computational advantages relative to some other proposals and is consistent with various psychological phenomena. Slant might be encoded by various means, e.g. by the cosine of the angle, by the tangent, or linearly by the angle itself. Experimental results are reported that suggest that slant is encoded by an internal parameter that varies linearly with slant angle, with resolution of roughly one part in 100. Thus we propose that surface orientation is encoded in human vision by two quantities, one varying linearly with slant angle, the other varying linearly with tilt angle.
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paper_title: View Direction, Surface Orientation and Texture Orientation for Perception of Surface Shape

paper_content:

Textures are commonly used to enhance the representation of shape in non-photorealistic rendering applications such as medical drawings. Textures that have elongated linear elements appear to be superior to random textures in that they can, by the way they conform to the surface, reveal the surface shape. We observe that shape following hache marks commonly used in cartography and copper-plate illustration are locally similar to the effect of the lines that can be generated by the intersection of a set of parallel planes with a surface. We use this as a basis for investigating the relationships between view direction, texture orientation and surface orientation in affording surface shape perception. We report two experiments using parallel plane textures. The results show that textures constructed from planes more nearly orthogonal to the line of sight tend to be better at revealing surface shape. Also, viewing surfaces from an oblique view is much better for revealing surface shape than viewing them from directly above.
---
paper_title: Combining Silhouettes, Surface, and Volume Rendering for Surgery Education and Planning

paper_content:

We introduce a flexible combination of volume, surface, and line rendering. We employ object-based edge detection because this allows a flexible parametrization of the generated lines. Our techniques were developed mainly for medical applications using segmented patient-individual volume datasets. In addition, we present an evaluation of the generated visualizations with 8 medical professionals and 25 laypersons. Integration of lines in conventional rendering turned out to be appropriate.
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paper_title: Expertise Differences in the Comprehension of Visualizations: a Meta-Analysis of Eye-Tracking Research in Professional Domains

paper_content:

This meta-analysis integrates 296 effect sizes reported in eye-tracking research on expertise differences in the comprehension of visualizations. Three theories were evaluated: Ericsson and Kintsch’s (Psychol Rev 102:211–245, 1995) theory of long-term working memory, Haider and Frensch’s (J Exp Psychol Learn Mem Cognit 25:172–190, 1999) information-reduction hypothesis, and the holistic model of image perception of Kundel et al. (Radiology 242:396–402, 2007). Eye movement and performance data were cumulated from 819 experts, 187 intermediates, and 893 novices. In support of the evaluated theories, experts, when compared with non-experts, had shorter fixation durations, more fixations on task-relevant areas, and fewer fixations on task-redundant areas; experts also had longer saccades and shorter times to first fixate relevant information, owing to superiority in parafoveal processing and selective attention allocation. Eye movements, reaction time, and performance accuracy were moderated by characteristics of visualization (dynamics, realism, dimensionality, modality, and text annotation), task (complexity, time-on-task, and task control), and domain (sports, medicine, transportation, other). These findings are discussed in terms of their implications for theories of visual expertise in professional domains and their significance for the design of learning environments.
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paper_title: Towards analyzing eye tracking data for evaluating interactive visualization systems

paper_content:

Eye tracking can be a suitable evaluation method for determining which regions and objects of a stimulus a human viewer perceived. Analysts can use eye tracking as a complement to other evaluation methods for a more holistic assessment of novel visualization techniques beyond time and error measures. Up to now, most stimuli in eye tracking are either static stimuli or videos. Since interaction is an integral part of visualization, an evaluation should include interaction. In this paper, we present an extensive literature review on evaluation methods for interactive visualizations. Based on the literature review we propose ideas for analyzing eye movement data from interactive stimuli. This requires looking critically at challenges induced by interactive stimuli. The first step is to collect data using different study methods. In our case, we look at using eye tracking, interaction logs, and thinking-aloud protocols. In addition, this requires a thorough synchronization of the mentioned study methods. To analyze the collected data new analysis techniques have to be developed. We investigate existing approaches and how we can adapt them to new data types as well as sketch ideas how new approaches can look like.
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paper_title: Volume composition and evaluation using eye-tracking data

paper_content:

This article presents a method for automating rendering parameter selection to simplify tedious user interaction and improve the usability of visualization systems. Our approach acquires the important/interesting regions of a dataset through simple user interaction with an eye tracker. Based on this importance information, we automatically compute reasonable rendering parameters using a set of heuristic rules, which are adapted from visualization experience and psychophysical experiments. A user study has been conducted to evaluate these rendering parameters, and while the parameter selections for a specific visualization result are subjective, our approach provides good preliminary results for general users while allowing additional control adjustment. Furthermore, our system improves the interactivity of a visualization system by significantly reducing the required amount of parameter selections and providing good initial rendering parameters for newly acquired datasets of similar types.
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paper_title: Adapted Surface Visualization of Cerebral Aneurysms with Embedded Blood Flow Information

paper_content:

Cerebral aneurysms are a vascular dilatation induced by a pathological change of the vessel wall and often require treatment to avoid rupture. Therefore, it is of main interest, to estimate the risk of rupture, to gain a deeper understanding of aneurysm genesis, and to plan an actual intervention, the surface morphology and the internal blood flow characteristics. Visual exploration is primarily used to understand such complex and variable type of data. Since the blood flow data is strongly influenced by the surrounding vessel morphology both have to be visually combined to efficiently support visual exploration. Since the flow is spatially embedded in the surrounding aneurysm surface, occlusion problems have to be tackled. Thereby, a meaningful visual reduction of the aneurysm surface that still provides morphological hints is necessary. We accomplish this by applying an adapted illustrative rendering style to the aneurysm surface. Our contribution lies in the combination and adaption of several rendering styles, which allow us to reduce the problem of occlusion and avoid most of the disadvantages of the traditional semi-transparent surface rendering, like ambiguities in perception of spatial relationships. In interviews with domain experts, we derived visual requirements. Later, we conducted an initial survey with 40 participants (13 medical experts of them), which leads to further improvements of our approach.
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paper_title: Illustrative Visualization of Vascular Models for Static 2D Representations

paper_content:

Depth assessment of 3D vascular models visualized on 2D displays is often difficult, especially in complex workspace conditions such as in the operating room. To address these limitations, we propose a new visualization technique for 3D vascular models. Our technique is tailored to static monoscopic 2D representations, as they are often used during surgery. To improve depth assessment, we propose a combination of supporting lines, view-aligned quads, and illustrative shadows. In addition, a hatching scheme that uses different line styles depending on a distance measure is applied to encode vascular shape as well as the distance to tumors. The resulting visualization can be displayed on monoscopic 2D monitors and on 2D printouts without the requirement to use color or intensity gradients. A qualitative study with 15 participants and a quantitative study with 50 participants confirm that the proposed visualization technique significantly improves depth assessment of complex 3D vascular models.
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paper_title: Perceptually-Based Depth-Ordering Enhancement for Direct Volume Rendering

paper_content:

Visualizing complex volume data usually renders selected parts of the volume semitransparently to see inner structures of the volume or provide a context. This presents a challenge for volume rendering methods to produce images with unambiguous depth-ordering perception. Existing methods use visual cues such as halos and shadows to enhance depth perception. Along with other limitations, these methods introduce redundant information and require additional overhead. This paper presents a new approach to enhancing depth-ordering perception of volume rendered images without using additional visual cues. We set up an energy function based on quantitative perception models to measure the quality of the images in terms of the effectiveness of depth-ordering and transparency perception as well as the faithfulness of the information revealed. Guided by the function, we use a conjugate gradient method to iteratively and judiciously enhance the results. Our method can complement existing systems for enhancing volume rendering results. The experimental results demonstrate the usefulness and effectiveness of our approach.
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paper_title: Specular reflections and the perception of shape

paper_content:

Cable conduit installation equipped with L-and T-connecting members which are provided with releasable means for sliding on and interengagement with the installation conduit and/or means for sliding on and underlapping or overlapping with the conduit covering.
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paper_title: Toward a Perceptual Theory of Flow Visualization

paper_content:

Currently, most researchers in visualization pay very little attention to vision science. The exception is when the effective use of color is the subject. Little research in flow visualization includes a discussion of the related perceptual theory. Nor does it include an evaluation of effectiveness of the display techniques that are generated. This is so, despite Laidlaw's paper showing that such an evaluation is relatively straightforward. Of course, it's not always necessary to relate visualization research to perceptual theory. If the purpose of the research is to increase the efficiency of an algorithm, then the proper test is one of efficiency, not of perceptual validity. But when a new representation of data is the subject of research, addressing how perceptually effective it is - either by means of a straightforward empirical comparison with existing methods or analytically, relating the new mapping to perceptual theory - should be a matter of course. A strong interdisciplinary approach, including the disciplines of perception, design, and computer science will produce better science and better design in that empirically and theoretically validated visual display techniques will result.
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paper_title: Enhancing transparent skin surfaces with ridge and valley lines

paper_content:

There are many applications that can benefit from the simultaneous display of multiple layers of data. The objective in these cases is to render the layered surfaces in a such way that the outer structures can be seen and seen through at the same time. The paper focuses on the particular application of radiation therapy treatment planning, in which physicians need to understand the three dimensional distribution of radiation dose in the context of patient anatomy. We describe a promising technique for communicating the shape and position of the transparent skin surface while at the same time minimally occluding underlying isointensity dose surfaces and anatomical objects: adding a sparse, opaque texture comprised of a small set of carefully chosen lines. We explain the perceptual motivation for explicitly drawing ridge and valley curves on a transparent surface, describe straightforward mathematical techniques for detecting and rendering these lines, and propose a small number of reasonably effective methods for selectively emphasizing the most perceptually relevant lines in the display.
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Title: A Survey of Perceptually Motivated 3D Visualization of Medical Image Data

Section 1: Introduction
Description 1: Introduce the purpose and challenges of medical-image-data visualization, including different visualization techniques and the role of visual perception in improving these visualizations.

Section 2: Related Visual Perception Research
Description 2: Discuss visual perception research as it relates to medical visualization, with a focus on depth and shape perception.

Section 3: Depth Perception
Description 3: Explore the study of depth perception, classes of depth cues, and their application in stylization for medical visualization.

Section 4: Shape Perception
Description 4: Examine the complexity of visual perception of 3D shapes, including various mechanisms like shape-from-shading, shape-from-texture, and shape-from-silhouettes.

Section 5: Perceptually Motivated Medical Visualization
Description 5: Discuss selected examples of visualization techniques that have been applied to medical image data and are motivated by perceptual considerations, including volume visualization, vascular visualization, blood flow visualization, and fiber tract visualization.

Section 6: Perceptual Experiment Methods for 3D Visualization
Description 6: Provide a compact discussion of essential aspects of perceptual experiment methods for assessing shape and depth perception in medical visualization techniques.

Section 7: Evaluation of Perceptually Motivated Visualizations
Description 7: Summarize the evaluations performed to investigate the effectiveness of perceptually motivated visualization techniques, including methods, participants, tasks, and results.

Section 8: Preliminary Guidelines and Research Agenda
Description 8: Outline preliminary guidelines for medical visualization techniques and propose a research agenda for future studies in perceptually motivated visualization.

Section 9: Concluding Remarks
Description 9: Conclude the survey with remarks on the importance of visual perception research in improving medical visualization techniques and the need for more studies in this domain.