· occlusion resolution operators for threedimensional detail-in-context david j. cowperthwaite...
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OCCLUSION RESOLUTION OPERATORS
FOR THREEDIMENSIONAL
DETAIL-IN-CONTEXT
David J. Cowperthwaite
B.Sc., York University, 1994
A THESIS SUBMITTED IN PARTIAL FUCFILLMENT
OF THE REQUIREMENTS FOR THE DEGREE OF
DOCTOR OF PHILOSOPHY in the School
of
Camputing Science
@ David J. Cowperthwaite 2000
SIMON FR4SER U m R S I T Y August 2000
AU rights reserved. This work may not be
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or ot her means, without the permission of the aut hor.
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Abstract
The inionnation explosion is cbanging the daily lives of thc "wird ' population.
Increasing numbers of individuals are being empowered to act as their own &or-
mation broken, interacting with large and expanding data spaces, for example the
World Wide Web. Scientists tao are dealing with growing databases of empincal and
simulateci information. New tools for visualizing these spaces are being dewloped
which incorporatc threc-dimensional visual repmentations of information. These
three-dimensianal representations are believed to leverage the individual's capacity
for comprehension and navigation in our threedimeosional world. In practice one is
faced with the inherent limitations of 2D presentation and interaction through the
traditional twedimensional desktop computer display.
The spatial limitations of the two-dimenuional display (referred to as the "screen
real-estate problem" ) have motivated the development of detail-in-context methuds of
information presentation and exploration. Much of the work in this field has concen-
trated on presentation methods for 2D information spaces. While a few techniques
have incorporated 3D interaction metaphors, such as surfaces which produce mag-
nifia tion through perspective distort ion, fewer still bave focused on techniqua for
interaction with 3D representations of information. Three-dimensional representa-
tions of information present specific challenges not found in 2D representations, for
example the effect of occlusion on the visibility of elements. 'lladitiond approaches to
dealiag with occlusion in three-dimensional representations include techniques such
as cutting planes, viewer navigation, filtering of information and transparency. Wnile
these methods provide clearer visual access to elements of interest it is often at the
expense of removing rnuch of the contextual information h m a representation.
We present a technique which employs a new approach to some of the challenges in
interacting with 3D reptesentations of information. Speciiidy we resolve occlusion
of objects in a 3D scene through a layout aàjustment algorithm derived h m 2D detail-in-context viewing methods. Our extension beyond traditional 2D approaches
to layout adjustment in 3D accounts for the specific challenges of occlusion in 3D
representations, where other such extensions do not. In doing so we provide a simple
yet powerful tool for providing non-occluded views of objects or regions of interest
in a 3D information representation with minimal adjustment of the original stmcture
and without the use of cutting planes, transparency or information filtering. We cal1
these operators Occlusion Reùucing ïlansformations (Onfs).
For Julie, my wife.
"A Iit tle learning is a dangerous thiog;
Drink deep, or taste not the Pierian spring:
There sbdow dmugh ts in taxica te the brain,
And dinking largely sobers us again."
- An Essay on Criticism ALEXANDER POPE, 171 1
Contents
Approval ii
Abstract iii
Dedication v
Quotat ion v i
List of Tables x
List of Figures xii
1 Introduction 1 1.1 Visualization . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
1.2 Three-Dimensional Information Graphics . . . . . . . . . . . . . . . . 3 1.3 Cost of 3D Representations . . . . . . . . . . . . . . . . . . . . . . . 5
1.4 Detail-in-Context . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
1.5 ThesisStatement . . . . . . . . . . . . . . . . . . . . . . . . . . . . - 7 1.6 Thesis Outline . . . . . . . . . . . . . . . . . - - - . . . . . . . . . . . 8
2 Related Work O
2.1 3D Perceptual Cues . . . . . . . . . . . . . . . - . . . . . . . . . . . . 10
2.2 Three-Dimensional Visualization . . . . . . . . . . . . . . . . . . . . . 12
2.2.1 Scientific Visuaiization . . . . . . . . . . . . . . . . . . . . . . 13
2.2.2 Information Visualization . . . . . . . . . . . . . . . . . . . . 17
. . . . . . . . . . . . . 2.3 Structural Framework for Visualization Design 21 . . . . . . . . . . . . . . . . . . . . 2.4 Methods for Occlusion Reduction 22
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2.4.1 Navigation 22 . . . . . . . . . . . . . . . . . . . . . . . 2.4.2 Partial Tkansparency 24
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2.4.3 Culling 25 . . . . . . . . . . . . . . . . . . . . . . . . . 2.5 3D Deformation Methods 27
. . . . . . . . . . . . . . . . . . 2.5.1 Space Deformation Operators 28 . . . . . . . . . . . . . . . . . . . . . . . . . 2.5.2 Zoom Illusfirator 29
. . . . . . . . . . . . . . . . . . . . . . . . . . 2.5.3 Page Avoidance 30 . . . . . . . . . . . . . . . . . . . . . . . . 2.6 Detail-in-Context Viewing 31
. . . . . . . . . . . 2.6.1 Perspective-Based Fisheyes for 2D layouts 31
3 Method 44 . . . . . . . . . . . . . . . . . . . . . . . . 3.1 Layout Adjustrnent in 2D 45 . . . . . . . . . . . . . . . . . . . . . . . 3.2 Occlusion and the Sight-line 45
. . . . . . . . . . . . . . . . . . . . . . . . 3.2.1 Towards a Solution 47 . . . . . . . . . . . . . . . . . . . . . . . 3.2.2 Redefining the Focus 49
. . . . . . . . . . . . . . . 3.2.3 ORT-Relative Coordinate Systems 53 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3.3 Distortion Space 55
4 Applications 82 . . . . . . . . . . . . . . . . . . . . . . 4.1 Discrete Data Representations 63
. . . . . . . . . . . . . . . . . . 4.1.1 Regilar 3D Graphs Structures 64 . . . . . . . . . . . . . 4.1.2 General3D Node and Edge Structures 67
. . . . . . . . . . . . . . . . 4.1.3 Hierarchical3D Graph Structures Ti? . . . . . . . . . . . . . . . . . . . . 4.1.4 3D Desktop Environment 74
. . . . . . . . . . . . . . . . . . . . 4.2 Contiguous Data Representatioris 78 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4.2.1 3D Models 80
. . . . . . . . . . . . . . . . . . . . . . . . 4.2.2 Isosurface Set Data 86 . . . . . . . . . . . . . . . . . . . . 4.3 Continuous Data Representations 89
. . . . . . . . . . . . . . . . . . . . . . . 4.3.1 Fast-SplatRendering 93
viii
4.3.2 3D Texture-Based Rendering . . . . . . . . . . . . . . . . . . 97
4.3.3 Temporally Sequential 2D information . . . . . . . . . . . . . 113
4.4 Discussion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 116
5 Conclusion 118
5.1 Contribution . . . . . . . . . . + . . . . . . . . . . . . . . . . . . . . . 119
5.2 Future Work . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 119
5.3 Final Thought . . . . . . . . . . . . . . . . . - . . . . . . . . . . . . . 120
A 3D Perception 121 -4.1 Perccptual Cucs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 121
B Marching Cubes 129
Bibiiography 133
List of Tables
2.1 A visual cornparison of a range of magnification functions (Constant -a
j ( x ) = 1, Linear f(x) = 1 - x, Gaussion f(x) = e y , HemiÉ;phere
f (x) = sin(ccish(1 - x)) , Cosine f (x) = w ( x * ), Tangent f ( x ) = ian(O.l*z*f)
L - yn(o.!xi*j) and Inverse Hemisphere f(x) = 1 - sin(cosh(1 - x))) and their pmperties of slope 5, apparent planar translation t ( x ) and
rcsulting magnification m(x) (within a penpective-distortion systcm
such as 3DPS). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
Illustration of the application of four conmon 2D detail-in-context lay-
out adjustment approaches to 3D layout via simple inclusion of 3Td di-
mension. In the Rrs t row are examples of step and non-linear orthogonal
stretching, non-linear radial displacement and non-space-filling orthog-
onal stretching. Row two illustrates the effect of moving from (2, y) to
(x, y, z ) for data and displacement function. The third row shows the
effect of the layout function without the accompanying magnification
of nodes. Row four shows the displacement ody efiect extended into
three dimensions. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
The &ect of adding the e k t of an ORT to the 3D extensions ofsome
common 2D layout adjustment scbemes for detail-in-context viewing.
In the first row of images we see the simple extension of the approaches
to 3D, the central focal point is even more occluded than before the
layout adjustment in most casa. The second row adds the operation
of an ORT to clear the line of sight h m the viewpoint to the focal point. 53
3.3 The SuperQuadric distance metric allows separate specification of the
ns and ew shaping parameten to achieve a wider range of possible
metric spaces. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59
3.4 Parameters available in the definition of O M operators. . . . . . . . 59
3.5 Some of the space of ORT specifications possible by varying the source
and distribution of the operator. The left column illustrates OWs defined relative to the z-axis of the O W CS, the right column illustrates
OWs defined relative to the y = O and x = O plane of the 0W CS. . ûû
List of Figures
Image-ordcr volume rendering proceeds across scan-lines, tracing the
path of rays through the volume and performing shading calculations
at regular intervals or at intersections with the data grid. . . . . . . . Data and normal values rnust be interpolated from cell vertices to points
within a ceii. Three linear interpolations are used to accomplish this;
dong edges, then across faces, then through the cell. . . . . . . . . . Object-order volume rendering methods traverse the data set and deter-
mine the contribution of each element to the final image. Object-order
methods may operate with front to back (Under operator) or back to
front (Over operator) composition. . . . . . . . . . . . . . . . . . . . Structural classes of threedirnensional representations . . . . . . . . . Moving the viewpoint makes the highlighted bone (the fint metatarsal)
occluded in (a) visible in (b). . . . . . . . . . . . . . . . . . . . . . . Mavernent of the viewpoint into the structure puts elements that oc-
cludcd the nodc of interest in (a) behind the viewer in (b). . . . . . . Partial ~ a n s p u e n c y . . . . . . . . . . . . . . . . . . . . . . . . . . . Cutting planes and regions remove volumetric data in a half-space (a)
or subvoliime (b) from the final image and make previously occluded
. . . . . . . . . . . . . . . . . . . surfaces visible adjacent to the cut.
Selective removal of component group im provcs visibilit y of remaining
components. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
2.10 The effect of a warp operator on the path of a ray through a scene. The
deficcted ray results in the appearance of a deformation of the surface.
(After [61]) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2.11 Discontinuous ray deflectors operate by deflecting rays in opposite di-
rections from opposite sides of a plane. Ray sampling is restricted to
the original side of the plane, thereby producing a cutting and retract-
. . . . . . . . . . . . . . . . . . . . ing form of distortion. (After [El])
2.12 The base configuration of the Perspective Wall with no regions of in-
terest (a). The surface has one dominant Iinear dimension and is at a
. . . . . . constant depth in z in the perspective viewing frustum (b).
2.13 Perspective Wd with a single ROI specified in the middle of the field of
view, generating a region of increased scale and surrounding distorted
regions (a). The ROI is at a constant depth in z with respect to the
viewpoint in the perspective viewing frustum (b). . . . . . . . . . . . 2.14 The features of the perspective viewing hstum. The h s t u m foms
a pyramid with the viewpoint at the apex. The far-pianc forms the
bue of the pyramid. The width and height of the pyramid are usually
defined by the field of view and the aspect ratio. The field of view
is the angular horizontal width of the pyramid, and the aspect ratio
defines the relationship between the width and the height. (a = e). Objects within the pyramid are visible in perspective projection if they
are located between the near and fm planes in depth. The central axis
of the pyramid dehes the direction of the view in world coordinates.
2.15 Geometry of the frustum is sheared in x to keep the Viewpoint directly
over the offcenter ROI. . . . . . . . . . . . . . . . . . . . . . . . . . . 2.16 Effect of simple vertical movement of a portion of the surface in an
off-center lens after perspective projection (a). The r e m n is that the
surface now extends outside of the perspective viewing frustum (b). . 2.17 Shearing the distorted region sa that it is orienteci towards the view-
point (a) brings the entùe extent of the lens back into the projected
image(b). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
xiii
2.18 Shearing the lenses rather than the viewing frusturn aiiows for the
specification of multiple ROI (a). The area of intersection of lenses must
be blended to provide a smooth transition between the two shearing
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . directions (b).
2.19 The Gaussian curve f (x) = e-'O-O1 used in Three-Dimensional Pli-
able Surfaces to provide smooth integration of the ROIS and original
. . . . . . . . . . . . . . . . . . . . . . . . . . . . information layout.
2.20 After perspective projection, the apparent transformation t(x) of points
on a surface transformed by the application of a gaussian lens with a
maximum height of 1 and a viewpoint distance of 2 from the original
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . surface plane. 10.02'
2.21 The displaced position of points d(x) = x + 2-c-10.021. as a rcsult of the
gaussian lens after perspective projection. . . . . . . . . . . . . . . . 2.22 The magnification (with single-point perspective projection) and com-
pression distribution as a result of the gaussian lens. m(x) = % . . 2.23 The progression of Lp distance metrics from L1 (figure 2.23(a)) to L200
(figure 2.23(d)) in two dimensions. . . . . . . . . . . . . . . . . . . .
3.1 Operation of lineu ORT in crwsection. Focal point and viewpoint
define the line of sight through the structure (a). Distance of other
elements to line of sight determines direction of displacement (b). The
length of vectors in (b) will form the input into the hnctioa which
determines the magnitude of the resulting displaccmcnt vecton. Final
transformed layout produces clear line of sight from viewpoint to focal
point (c). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3.2 Increasing degree of application of two ORTs to reveal two objects of
interest (highlighted here with darker color) in a 3D graph layout. . . 3.3 Rotation of the 3D graph to illustrate the occlusion of two objects of
interest (nodes highlighted with darker color). A clear view of even the
nearer of the two in the structure is available h m only a limiteci range
of viewpoints. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
xiv
The same three viewpoints and same two objects of interest (now high-
lighted and increased in scale for emphasis) with the application of
ORTs. Even the node at the far side of the graph is visible through
. . . . . . . . . . . . . . . . the sight-line-clearing effect of the ORT. 52
Annotateci framework of diagrams illustrating the relative shape of a
selection of ORT functions. On the left (a) the O W Coordinate System
(CS) z-axis is aligncd with the World CS z-ais, on the right (b) the
camera position (VRP) bas been moved and the ORT CS is re-oriented
. . . . . . . . . . . . . . . . . . . . . . . . . . . to track the change. 54
Schematic of orthogonal stretch OW. Distance of points is rneasured
to nearest of the 3 planes passing through the focal point. . . . . . . 56
Linear extrusion through z axis of the functions describing the oper-
ation of a detail-in-context layout adjustment scherne. The Gaussian
. . . . . . . . . . . . . . . . . . cuwe f (z) = e-10-0z2 forms the basis. 56
The sarne graphs now illustrating the effect of linearly scaling the a p
plication of the basis function according to depth in 2. . . . . . . . . 57
A secondary shaping function applied to the horizontal plane-relative
ORT. Scaling in z is constant but the addition of the shaping curve
can be used to constrain the extent of the plane-relative function in x. 57
3.10 Distance measurement according to the Lp metric in the-dimensions. 58
4.1 Three classes of three-dimensional data representations . . . . . . . . 62
4.2 The original layout of the 9 x 9 x 9 3D grid-graph . . . . . . . . . . . 64
4.3 The orthogonal stretch algorithm aligned to the principle planes of the
data layout space (a) and aligncd to the viewer as an ORT operator (b). 65
4.4 The 3D grid-graph with the central node specified as the object of
interest. An 0RT has been applied to reduce occlusion. Color of the
remaining nodes in the graph represent the degree to which they have
been displaceci by the ORT. The darkest nodes have been moved the
most . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66
Examples of constant and linear scaling of the application of the ORT dong the z axis of the ORT coordinate system. The constant scaiiig
isolates the object of interest against an empty background while the
linear scaling looks very similar to the line segment relative application. 67
OElT functioas applied relative to a horizontal plane through the o b
ject of interest. Objects within the plane remaia in plane whiie those
above and below arc displaced. la (a) the operator is data-axis relative,
and does not track changes in the viewpoint. The operator in (b) is
viewpoint aligneci. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68
Cafieine Molecule: CeHioN40z . . . . . . . . . . . . . . . . . . . . . . 69
Movement of the viewpoint around the calFeine rnolecule without the
application of any ORT functions. . . . . . . . . . . . . . . . . . . . . 69
The q g e n atom indicated in (a) is selected as the atom of interest for a
linear-source ORT. The same movement of the viewpoint is performed
around the caffeine molecule and this atorn remains visible as other
atoms are deflected away h m sight-Lie. . . . . . . . . . . . . . . . 70
4.10 Sequence illustrating the application of a Fiear-source ORT to the
structure of vitamin B12. The Oxygen atom selected as an atom of
interest is in the region indicated by the overlay box. . . . . . . . . . 71
4-11 .4 detail view of the region indicated by the overlay box in the previous
figure. The result of the successive application of a linear-source ORT to the (initially hidden) Oxygen atom is illustrateci, . . . . . . . . . . 71
4.12 .4 selected leaf-node in a cone tree layout of a directory structure is
indicated by the overlay in (a). This node is brought to the front
through concentric rotations of the cone tree structure; (b) through (d) 72
4.13 Two leaf-nodes, labelleci a and b in (a) are selected simultaneously.
Application of two ORT operators improves the visibility of these nodes
without explicitly rotating one or the other to the front; (b) and (c). . 73
4.14 Once ORT operators are attached to nodes a and b, in (a), these nodes
remain visible during movement of the viewpoint; (b) and (c). . . . . 74
4.15 The area of influence and viewpoint alignment of the O W operators
in the previous sequence, as seen from a secondary viewpoint. The
OFfï operaton remah digned to the primary viewpoint as it is moved
around the cone tree. . . . . . . . . . . . . . . . . . . . . . . . . . . . 4.16 3D Desktop environment . . . . . . . . . . . . . . . . . . . . . . . . . 4.17 As the seiected window is pushed back through a cluster of windows in
the 3D desktop environment the cluster is disperseci in order to prevent
occlusion of the selected window. . . . . . . . . . . . . . . . . . . . . 4.18 Amotated images from the previous sequence illustrating the initial
position (boxes) and movement (arrows) of the seiected (solid iine)
and other (broken line) windows. . . . . . . . . . . . . . . . . . . . . 4.19 As the selected window is moved from its initial pmition in the upper
left of the view the cluster of other windows which it passes in front of
are d i s p e d by the action of the ORT attached to the setected window.
4.20 Annotation of two frames fiom the previous sequence. As the selected
window moves from position a to position b the remaining windows arc
deflected by the action of the ORï. The mow clusters in (a) indicate
the progression of deflection vectors for the remaining windows. Early
to late vectors in the resulting motion are shaded h m dark to lighter
grey. On the right (b) illustrates the state of the layout at the midpoint
of the sequence. Initial (grey boxes) m d final (black boxes) positions
of the windows are indicateà as well as their resulting displacements
(arrows) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4.21 The skeletal model of the foot used in the following example. This
mode1 contains 26 separate components and 4204 triangular faces. . . 4.22 The external cuneiform bone (circled in (a) and highiighted in sll im-
ages) is selecteà as the focus and an OElT operator is used to displace
the remaining 25 bones away from the sight-line. . . . . . . . . . . . 4.23 Again the extemal cuneiform is the object of interest and remains vis-
ible in this sequence as the vicwpoint moves around the model. . . . .
4.24 Again the extemal cuneiform is the object of interest and remains v i s
. . . . ible in this seguence as the viewpoint moves around the model. 83
4.25 In (a) no scaling is applied, the effect of the O W is simply to displace
components and d u c e occlusion. In (b) we have subsequently scaled
components according to their geometric distance €rom the object of
interest, the extenid cuneiform bone. . . . . . . . . . . . . . . . . . 84
4.26 Figure (a) illustrates the basic configuration of the perspective viewing
volume and 3D model. Spheres indicate the location of the viewpoint,
the view reference point and the point midway between. Components
of the model are translated dong their individual lines of sight in (b)
. . . . . . . . . . to produce magniôcation via perspective projection. 85
4.27 The effect of decreasing the distance d t'rom the viewpoint on projecterl
scale in perspective projection. Final scale varies as the inverse of the
change in distance. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86
4.28 Side (a) and front (b) views of the foot model with the navicular bone
selected as an objcct of interest and higblighted. No distortion or mag-
nification hw been applied and the bone remllins dl but mmpletely
occluded in these two views. . . . . . . . . . . . . . . . . . . . . . . . 86
4.29 Side (a) and front (b) views of the foot model with the navicular bone
selected as an object of interest and highlighted. Distortion only bas
been applied to the layout of the model, with no scaling for emphasis. 87
4.30 The navicular bone is selected as an object of interest and an OEtT is
applied to reduce occlusion. Simultaneously a small degree of magnifi-
cation has been applied to emphasize the navicular bone and its neigh-
borhood. Mapification here is produced through perspective transfor-
mation and as a result the navicular is rendered in Gont of other bones
that may have stiil resulted in partial occlusion. . . . . . . . . . . . . 88
4.31 The same two view of the human foot with the navicuiar bone as an
object of interest in the layout. Here magnification is produced via in-
place scahg of the individual components. The most apparent different
is that in (b) the interior cuneiform bone now partially occludes the
navicular. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4.32 A detail view of the area just in front of the navicular bone with in-
place scding [a) and perspective scaling (b). The intersection of the
external cuneiform and the third metatarsat in (a) is resolved in (b) by
the relative displacement of the components in depth. . . . . . . . . . 4.33 Example source images for the generation of Marching Cubes derived
surfaces of MRi data. . . . . . . . . . . . . . . . . . . . . . . . . . . . 4.34 Three separate surfaces from diagnostic MRI data of MultipleSclerosis
(MS) lesions. Proton-Density layeca (a) reveal outer surfaces such as
the skin, T2 layers (b) reveal neural tissue (brain and eyes), while the
lesion mask (c) indicates location of MS lesions. These three data
sets are used in the dcmonstration of the application of an ORT to
volumetric data visualization. . . . . . . . . . . . . . . . . . . . . . . 4.35 Composite 4.35 is rendered as slightly transparent in order to make
spatial organization apparent. . . . . . . . . . . . . . . . . . . . . . . 4.36 Sequence illustrating the application of an ORT to imurface data. The
lesion mask layer (green) is not affected by the scaled and truncated
planar deformation and is revealed as the outer layen are cut and
pushed back. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4.37 UNC head data set rendered via fast-splatting . . . . . . . . . . . . . 4.38 The application of a vertical-plane-source O W to CT data of a human
skuil rendered via fast splatting. Ohserve the increase in brightness at
the edge of the ORT-induced split. This is the result of splat primitives
overlapping. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
4.39 A horizontal-plane ORT applied to the UNC Head data set. In (a) the
OKï' is aligned to the viewpoint. In (b) we have moved the viewpoint
indepeudent of the OItT (disabled automatic tracking of the viewpoint)
in order to illustrate the linear scaling of the application of the ORT in
view-aligneci depth. The ORT is scaled in depth from the front of the
representation to the depth of the region of interest. . . . . . . . . . . 4.40 The same data set and orientation of views. Here a shaping curve
has b e n added to control the extent of the O W operator across the
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . horizontal plane.
4.41 The Visible Human Female data set with a plane-relative ORT applied.
Here the ORT scaled in depth from the front to back of the data set,
. . . . . . . . . . rather than from the front to the region of interest.
. . . . . . . . . . . . 4.42 Relation of slice domain to volume data domain.
4.43 Two basic approaches to the alignment of slices in 3D-Texture hardware
accelerated volume rendering. . . . . . . . . . . . . . . . . . . . . . . 4.44 2D Gaussian Function j(s) = e-10.0'2-10.0* . . . . . . . . . . . . . . 4.45 Hessian of 2 D Gaussian Function f (r) = e-10.022-10-0y2 . . . . . . . . 4.46 Anisotropic mesh aligned to Hessian of Gaussian function. . . . . . . 4.47 Sampling planes aliped to data space axis (a) or centered an sight-line
(b) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4.48 Configuration of tessellateci plane and hidden tcxturc surface used in
demonstrating stretch approach to OnT application. . . . . . . . . . 4.49 Progressive application of deformation and resulting transparency ef-
fect. As triangles are stretched they are made progressively less opaque.
The resuit is that in the area of the deformation the background layer
becomes visible. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4.50 Detail view illustrating the transition of opacity values at the boundary
of the deformation which r e d t s in the blurry appearance. . . . . . .
4.51 The initial configuration of the slice sampling mesh. Triangulation
density is increased in the inside corner where OEM' displacements will occur. This minimizes the extent of linear interpolation of texture
coordinates. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4.52 introduction of a semi-circular deformation of the texture sampling
. . . . . . . . . . . . . . mesh by deforming vertices dong the y axis.
4.53 Mirroring the single deformed texture sample plane ailows the creation
. . . . . . . . . . of a closed ernpty region in the middle of the plane.
4.54 OpenGL clipping planes are used to trim the texture planes to the
. . . . . . . . . . . . . . boundaries of the volume presentation space
4.55 Progressive application of ORT to produce a horizontal, shaped, open-
. . . . . . . . . . ing in a single plane in a volumetric representation.
4.56 Progressive application of O W to produce a vertical, shaped, opening
. . . . . . . . . . . . in a single plane in a volumetric representation.
4.57 Increasing the width of the shaping function to enlarge the horizontal
. . . . . . . . . . . . . ORT in a single slice of a volumctric data set.
4.58 Texture transfomation rnatrix is manipulated so that as the intersec-
tion of the sampling planes is moved across the presentation space the
. . . . . . . . . . . . . . . . . . . . texture space remains stationary.
4.59 The Visible Human Maie data set rendered via 3D-texture slicing. . . 4.60 The application of a horizontai OKl' to the Visible Human Maie data
set. The point of interest is behind the left eye and the effect of the
ORT is to reveal two cut-surfaces aligned to the viewpoint without the
removal of data. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4.61 ,4 more centrally located point OF interest is specified in the Visible
Human Male data set and the viewpoint is moved around the head
. . . . . . . . . . . . . . . . . . . . . from the front to the left side.
4.62 The UNC Head CT data set with vertically and horizontaily aligned
0Kï functions applied to reveal cut surfaces aligned to the current
viewpoint . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
111
I l l
4.63 Arrangement of spatio-temporal data as a Sdimensional cube by using
a spatial axis to rcpresent timc . . . . . . . . . . . . . . . . . . . . . . 4.64 A block of spatio-temporal landscape data and an ORT operator a p
plied to reveal the state of the landscape at an instant in time . . . . . 4.65 Positionhg a split in a data-cube (left). applying an O W operator to
reveal two intemal faces (middle left). repositioning the viewpoint to
obtain a more perpendicular view of the right face (middle right) and
. . . . . . finally selecting a new point in at which to position the split
. . . 4.66 Operation of the book mode ORT with the hardcover appearance
. . . . . . . . . . . . . . A.l Wireframe images with no depth information
A.2 Image containing several depth cues . . . . . . . . . . . . . . . . . . . A.3 Perspective Illusion . . . . . . . . . . . . . . . . . . . . . . . . . . . . A.4 Stereo Viewing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . A.5 The simulateci view from the left and right eye. including depth of field
and perspective foreshortening effects . . . . . . . . . . . . . . . . . . . A.6 Texture gradient effect . . . . . . . . . . . . . . . . . . . . . . . . . . A.? StemPair . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . A.8 Floating region . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
B.l .4 simple equipotential surface through an implicit model . . . . . . . . . . . . . . . . . . . . B.2 UNC Head CT data set rendered as an isosurface
B.3 The United States National Library of Medicine Visible Human Project
data sets . The male B.3(a) and female B.3(b) data sets are derived
from axial slices of the visible data . This data obtained from tbe
NPAC/OLDA online data source . . . . . . . . . . . . . . . . . . . . . 6.4 The 15 basic cases of edge c d n g s in the Marching Cubes algorithm .
Chapter 1
Introduction
By now, the "information explosionn is not new to anyone involved in information
sciences. It is a part of the everyday experience of those for whom the internet has
become integral to their daily lives. News, communications, consumer information
and entertainment, business and financial transactions al1 form the information space
made available through the interface of our personal cornputers (PCs) via the mrld
wide web (WWW) (71. The enormous number of sources and forms of data has
put cr serious strain on the capacity of individuais for finding and utilizing relevant
information.
hotber result of the direct connection of PCs to the WWW is that it has ernpow-
ered users to act as their own information brokers. Traditionally when investigating
a topic we would approach a domain cxpert, describe out situation and allow them to
asyist us in obtaining the relevant information. This has been true in market resemh,
financial analysis and planning, as weii as in consumer-oriented twks such as product
research and travel planning. With the UiWW we are told that this information is al1
a "click away" h m our desktop PC. What the user experiences is a torrent of infor-
mation available on a su bject delivered to them througb increasingly high-bandwidth
connections to the WWW. What users are missing, howewr, is filtering, analysis and
presentation provided by the domain expert information broker.
Information ovetload is not merely a problem for those using the WWW. Busi-
nesses and scientific institutions are amashg huge databases of information for study
and analysis. The rate of accumulation of su& data and the increasingly cornplex
and abstract information space it represents &ives the demand for the dcvelopment
of new tmls for storing, processing and presenting this data in order to make it useful
and meaningful.
Visuaiization in cornputhg is the proces9 of applying computer graphics techniques
to the problem of presenting information to usen. ORen visualization is divided into
two btoad fields: scientific visualization and information visualization. Eacb of these
fields may be further subdivided into more specific domains; for example scientific
visualization encompasses volume visualization, flow visualization, medical visualiza- tion etc. Scientific visualization generally involves data which pcaews a mapping to
some real physical space. That is to say that it often deais with information which
is the product of mearement or simulation of a rd-world process. This presents a
natural mapping of the resuiting data to a visual, structural representation, that is
closely related to the source of the data. On the other band information visualization
may deal with much more abstract sources which have no such natural mapping and
therefore require novel repmntations for the data.
Both fields of visualizatioo are more generaily concerned with the creation of vi-
sua1 representations of information that will support understanding and analysis, and
promote insight. This often means developing a visual representation or metaphor for
a non-visuai phenornenon. A graph is an excellent example of mapping the semantic
connections of an information structure (a cornmon example is links between pages
on the WWW) to a visual structure. Such a structure is a visual formdisrn [45]. A
formalism must be leamed to be understood, and it cannot be asnirned to be universal
as its meaning may differ by gmup or culture. For example, the symbolic meanings associated with specific colors vary between cultures. In western cultures white is
a color which evokes images of purity, whereas in eastern cultures it is most often
associated with mourning and loss. [ l l O I . Other examples of visual representations
CHilPTEX 1. INTRODUCTION 3
of information include abstractions of numerical data in large tables and geogtaphi-
cal representations (encoding information as position, color or height on a surface).
There are of course many other examples of visualization techniques, an increasing
number are presented each year, but they al1 have in common the transformation of
information into a visual representation.
Visualization as a whole is not a new activity, neither is it a by-product of the
information age and the development of the computer. Humans have been visualizing
even abstract information for thousands of years. Ancient Egyptian tomb paintings
of the universe, with the star-covered body of the sky-goddess Nut arching over the
earth separating the world €rom the chaos beyond, are visual representations of that
culture's abstract mode1 of the cosmos. The medical and technical illustrations of
Leonardo DaVinci are exquisite examples of early scientific visualization. Leonhard
Euler, a Swiss mathematician, developed the visual formalisms of Euler circles, which
later evolved into Venn diagram and graphs.
1.2 T hree-Dimensional Informat ion G raphics
The evolution of information graphics from traditional print media, through film
and finatly, to the computer display has introduced a new dimension of interactivity
to visualization tools. Animation and cinematography made dynamic information
presentations possible before the advent of computer-generated graphics but they
were generaily non-interactive, play-only, as well as time-consuming to produce and
modify.
Computer graphics is making use of interactive three-dimensional representations
of data in visuaiization increasingly common. Although traditional media are still
used to produce more concrete thredmensional representations as well as 3D pre-
sentations through the construction of physical models, these can be more costly to
produce and difficult to edit or reuse.
Wi t iona l twodimensionai media may aiso present 3D data as 2D projections.
CHAPTER 1. INTRODUCTION
1.3 Cost of 3D Representations
There are a number of costs associated with the use of three-dimensional representa-
tions in visualization: first the additional computational complexity of storing a third
dimension of data and rendering 3D scenes onto a 2D display, second the additional
attention to perceptual cues associated with the display of the 3D scene when viewed
on a 2D display, and third the possibility that some elements will be occluded by
others.
In answer to the first point, the availabilityof increasingly powerful and economical
grapbics accelerators addresses a large part of the computational cost of producing
and interacting with 3D visual representations. At the same time software which
facilitates the creation of 3D visual representation is being developed to leverage the
capabilities of the modern PC. With respect to the second hue, we are able to draw on the understanding of
the operation of human perceptual mechanisms from other fields such as cognitive
psychology. in doing so we cm tune our use of 3D reprcsentations to provide greater
expressive power. Works such as those of Tufte [103] illustrate the potential use, and
misuse, of these mechanisms.
As to the third cost, occlusion is one phenomenon at work in 3D visual represen-
tations that is not present in 2D representations where al1 information is restricted to
a plane perpendicular to the viewer. The addition of the thirci spatial variable leads
to the posçibility ofobjects interposeù (being positioned) between the viewpoint and
other objects in a scene, thus partiaily or cornpletely hiding them lrom a particular
view. The correct preservation of spatial relationships and presentation of occlusion
relationships is important in constmcting a scene with any degree of physical plau-
sibility; the development of accurate visible surface determination algorithms was an
active area relatively early on in the development of the field of computer gcaphics.
In using 3D representations in visudization, however, occlusion may work against
us. For example, in volumetric rendering of 3D data it is often the case that the
near-continuous nature of the data makes occlusion of interior features of the data
inevitable. This phenomenon is important in supporthg perception of tbe scene as
a 3D representation, but one may very weii wish to examine these hidden interior
regions.
Solutions are available to provide visuai access (clear lines of sight) to previously
occluded elements. Cutting planes rnay be used to remove information from a scene.
Increasing transparency (or reducing the opacity) of objects allows more distant o b
jects to be seen through those more proximal to the viewer. Navigation of the viewer,
whether egocentric (moving the viewer within the data space) or cxocentric (moving
or re-orientation of the data space) may lead to a contiguration where occlusion is
resolved. Finally, information Bltering rnay be used to d u c e the density of data
in a repmntation. These are al1 common methods of occlusion resolution and al1
operate by reducing the amount (or visibility) of contextual information in the fi-
nal presentation. Similar methods (such as panning zooming and filtering) have also
been traditionally applied to dealing with large or congesteci displays of information
in twedimensions.
1.4 Detail-In-Cont ext
The removal of information h m a presentation has been one approach to dealing
with the large information spaces. .4 second approach h a î been the development of
detail-in-context presentation algorithms.
The field of detail-in-context viewing is concerned with the generation of classes of
information presentations where areas or items defined as focal regions are presented
with an increased level of detail, without the removal of contextual information from
the original presentation. Early work in this ana includes the Bifocal Display of
Spence and Apperly [991 and the Fiheye views of Fhmas [39]. Each of these y-
tems sought to provide multiple regioas of scale within a single presentation. Fumas' subsequent Generalized Fisheye View [40] incorporateci the idea of a degcee of inter-
est (DOI) function. Given an objet or region of interest (ROI) the DO1 function
combined an a priori importance value for the remaining elements of the represen-
tation with their distance h m the ROI to determine their final importance. This
importance translated into the relative display size of the components. Thus regions
CHAPTER 1. 1NTRODUCTfON 7
of greatest interest were displayed at the largest size, providing more visual detail,
and the scale of the surroundhg context was adjusteci to provide the space for the
magdcation of the ROI. This may have been a simple scale adjustment or it may
also have involved symbolic replacement of elements where insufücient d e was avail-
able for a meaningful representation. Fumas' work included studies that pointed to
human information processing and organization operating in a manner that paral-
leled the properties of a fisheye display. People tend to retain and recd detailcd
knowledge about specific elernents of a domain and less detailed knowledge about the
extents of the domain. He suggested that the evidence from his studies indicated
that detail-in-context presentation methods may be an intuitive tool, leveraging this
human capacity for information navigation and retrievai in a manner not so dinerent
from the way in which 30 representations leverage Our spatial navigation and niemory
skills.
Recent detail-in-context mearch hss concentrated an the construction of multi-
scale presentation spaces for 2D information. Examples include: Perspective Wall 1721,
Document Lens [91], Continuous-Zoom [32,4], Rubber Sheet [94,95], Non-linear Mag-
nification [57], P d + + [5], Hyperbolic Space [65], CATCraph [55j, FocusLine [44] and
our own work on Three-Dimensional Pliable Surfaces (3DPS) [19], Work has also
been conducted in the area of detail-in-context views for 3D information representa-
tions including: Semnet (331, ConeTcees [92], 3DZoom [84], Visual Awess 1271 and
Non-linear Mapification [59].
1.5 Thesis Statement
A unique situation arises with detail-in-context viewing and 3D representations of
information, with the possibility of the ROI being occluded. As we have seen, there
are a number of methods which have been developed, independent of detail-in-context
viewing, for dealing with situation of occlusion in 3D information representations.
Each of these methods involves removing information hom a display in some manner,
which is contrary to the goals of detail-in-context viewing. This thesis presents a
new approach to occlusion cesolution that provides detail-in-context viewing for 3D
CHAPTER 1. INTRODUCTION 8
information representations. It maintains the representation of the data while deating
with occlusion where it occurs, namely dong the line of sight connecting the vicwpoint
to the ROI.
1.6 Thesis Outline
In chapter 2 we examine somc of the most important aspects and mechanisms of
human 3D perception as they apply to 3D visual representations of information in
visualization. We will aiso explore in more detail the field of visualization, speciB
cally the application of 3D visuai representations in a number of systems. Occlusion
reduction methods will be discussed and we will examine the field of detail-in-context
viewing for both 2D and 3D information spaces. The development of a novel viewer-
aligneci occlusion reducing transformation (ORT) operator, which seeks to integrate
the benefits of detail-in-context viewing with the occlusion reduction capability nec-
essary to deai with 3D information spaces is presented in Chapter 3. Chapter 4 will
demonstrate the application of ORTs to a range of 3D visuaiizations. Finally in
chapter 5 we diYcuss the potential for future work.
Chapter 2
Relat ed Work
In this thesis we are interested in the presentation and perception of three-dimensional
visuai representations of information on twdrnensional cornputer displays. Therc is
an immense amount of researcfi dedicated solely to the study of the psychophysical
and cognitive issues involved in 3D perception and we hope only to provide a broad
survey of some of the most relevant aspects of this field.
The 3D visual representations which interest us are particularly a product of the
field of visualization. A number of clrissification schemes dealing with aspects of the
visualization process have been proposeci. These analyses have mainly dealt with the
cognitive aspects of interaction with such representations and to a lesser degree the
visual structures employed. We will formulate a basic classification scheme that sorts
visual representations according to their spatial layout characteristics and use this
classification will frame our discussion 01 3D detail-in-context presentations.
We will begin with a brief examination of the mechanisms employed in the per-
ception of 3D scenes. Occlusion plays a significant role in our understanding of 3D
stnictures aud we will see how it relates to the other perceptual cues we may find in
an image.
CHAPTER 2. RELATED WORK
2.1 3D Perceptual Cues
The aspects of an image or sequence of images from which we derive information
about thc threc dimensionai structure of a scene are the depth cues within the image
or images. These cues are broken d o m into two priaciple groups; primary and sec-
ondary depth cues. The primary cues are those involving the operation of the human
vision system as it interacts with the 3D world. These include binocular disparity, as
weil as convergence and accommodation. The secondary depth cues are also called
pictorial depth cues. These cues are those which we cm be found in a 2D image and
do not involve the physical state of the human visual system to derive depth informa-
tion. Occlusion, motion parailax, kinetic depth effect, shading, sbadows, perspective
distortion, relative sizes of objets and changes in texture are al1 secondary depth
cucs. We have inchded a more detailed discussion of these perceptual mechanisms in
Appendix A. In producing images of 3D scenes in computer graphics we will apply some corn-
binatian of these primary and secondary cues in order to support the perception of a
scene as three-dimensional. Immersive virtuai environments (IVES) seek to produce a
sense of the user truly being a part of the 3D world. To that end they will cmploy as many of the primary depth cues as passible, especially stereopsis and motion paallax
with head-tracking. images in such NEs may be presented to users through the use
of head-mounted displays or surround-screen projections. In head-mounted displays
(HMDs) separate images may be presented to each eye to effect stereopsis, but since
the field of view in such systems is generaily narrow a second alternative of a single,
wider or wraparound, image is also an available configuration. These wider angle
single image displays seek to incorporate more of the peripheral vision system, as is
the goal of wraparound projection systems such as the CAVE [30]. In each of these
systems users arc generally head-tracked in order to provide the correct motion cues;
in HMDs the orientation of the viewer (the direction in which the user Ïs aiming the
display) is also tracked so that the correct view is presented as the direction of view
is rotated or tilted..
However, a problem arises in the use of stereo presentation in either of these sorts
CHAPTER 2. RELATED WORK 11
of systems. Since images are always produced on a single surface lacking the depth-of-
field of non-synthetic images, the cues of stereopsis, convergence and accommodation
will produce conflicting results as one's eyes h d only one distance at which to focus,
but encounter varying depth from stereopsis. This inconsistency is a major issue in
the fatiguing and disorienting nature of these environments.
More limited virtual realities are described as fish tank VR [Il41 or Desktop
VR [89]. In these systems a more limitai world is presented, typicdy a s m d volume
extending into and protruding out of a desktop (rather than head-mounted or sur-
round) display. in fish tank VR images may still be displayed in s tem, and the head
is tracked to produce appropriate motion parallax cues. Desktop VR is the display
of interactive 3D graphics on a desktop display without head tracking. DOOM and
similar garnes are examples of desktop VR environments. In each secondary depth
cues (perspective, shading, shadowing, texture, motion) play a strong role in inducing
a sense of emotional immersion in a scene.
In most cases we are likely to find ourselves limited to the situation of ûesktop
VR, lacking head-tracking and stereoscopic images. This means that a scnse of a
3D presentatiou space must be generated through the availability of secondary depth
cues. The lack of common access to primary depth cues in computer graphics is of
relatively limited concern in most tasks, since it ha% been shown that when applied
pmperly and in combination these secondary cues have a significant effect on the
3D perception of a scene and are only rnarginaiiy improved upon by thc addition of
primary cues [49, 1121.
Occlusion is the aspect of the display of information in three-dimensions with
which we are most concerned here. The correct presentation of occlusion relation-
ships, nearer elements in a presentation hiding those more distant from the viewpoint,
is a basic function in the creation of realistic computer-generated graphics. A consid-
erable portion of the early work in the development of the field of computer graphics
involveci techniques to derive the correct presentation of visible surfaces in the bai
image. The correct presentation of occlusion is a powerful tool in supporting the per-
ception of a scene in a 2D images as three-dimensional. Occlusion is such a powerful
secondary depth cue that it will override principle depth cues such as stereopsis in
CHAPTER 2. RELATED WORK 12
situations where the two eues are conflicting. Occlusion is also a challenge in the use
of 3D computer-generatcd images in visuaiization. There is a sense in the field of
visualization that the application of 3D representations will incretwe the information
carrying capacity of a display, as well as leveraging the inherent human capacity for
comprehension within a 3D world.
.4t the same time the effect of occlusion is to limit the part of a representation
that is visible from any particular viewpoint. The work of Ware and Franck in [112]
examines the relative effectiveness of 3D displays, with levels of support for 3D per-
ception €rom desktop VR to fishtank VR, and fin& an increase in performance with
3D representations, though not directly proportional to the perceived increase in the
capacity of the information space. If we consider a 2D information space to have an
n2 information capacity (where n is the width and height of the plane), then the naive
expectation is that the addition of depth to the space will increase the capacity to
n3, a geometric increase in capacity. The work in [Il21 Ends a rather more modest
increase in eflectiveness of two to three times n2.
Three-Dimensional Visualization
The field of 3D information visualization has produced numerous examples of cep
resentations for abstract information. Concurrently much of the work in scientific
visualixation has centered around refining techniques celateci to the presentation of
volumetric data: such as surface extraction algorithms, direct volume rendering alg*
rithms and fiow visuaikation.
Numerous approaches have been taken to the construction of classification systems
with which to organize this space of 3D information graphies. These have included
examinations of the tasks related to the use of the visual representations of data,
studies of the stnict ural pmperties of the resulting information representations and
analyses of the cognitive aspects of the abstractions employed in information visual-
ization systems. We will examine a selection of these classifications of visualization
methods. We begin with a bnef overview of thefields of scientik and information
visualization.
CHAPTER 2. RELATED WORK
2.2.1 Scientific Visualization
Scientific visualization is generally presented as a distinct sub-field, separate from
information visualization. The physical or simulatcd source of data in scientSc vi-
sualization (especidy in a subdomain such as medical visualization) often presents
an appropriate visual representation for the data, precluding the process of choosing,
or innovating, a new representation as we are often faced with doing in information
visualization. We are most interested in methods for the presentation of 3D represea-
tations, most notably for the presentation of volume data.
One of the simplest and most familiar 3D visualization techniques in scientific
visualization is are 3D surface plots. Surface plots are a simple extension of 2D plots
of functions or data to 3D with the addition of a third layout axis.
Figure 2.1: Image-order volume rendering proceeds across scan-lines, tracing tbe path of rays through the volume and performing shading calcuiations at regular intervals or at intersections witb the data grid.
More complex applications of visualization to scientific data include presentations
of information from fluid-flow measurement or simulation. A variety of methods have
been developed to aid in the visual representation of the paths of particles in a flow.
Figure 2.2: Data and normal values must be interpolateci €rom cell vertices to points within a cell. Three linear interpoiations are used to accornplish this; dong edges, then actoss faces, then through the cell.
Icons, m w s , or "hedgehogs" [103], particle animation [lM, 1081, streamlines or r i b
bons [109], streaklinm and line integral convolution (LIC) [14] are al1 common means
of pmducing a visual representation of the movement of particles owr time. Hedge-
hop and LIC are most often applied to 2D represeatations as their prcseutation in
3D leads to a degree of visual dutter which maktls the perception of spatial organi-
zation and structure more di@cult to interpret properly. Inten'ante and Grosh have
presented a number of techniques [SI, 521 which are designed to enhanee the correct
perception of 3D LIC structum through the application of color and shading as well
as by enharicing the appeararice of the depth-order of the elements of the diplay with
visibility-impeding halos.
In situations where experimental equipment or simulation produces scalar data
which is thtedimensional and apprmsimately continuous in nature this data is of-
ten described as volurnetric. V i d representation of such volume data may be a p
proactied in one of two principle mumeru, mainly depending on the character of the
data itself. Some volume data will contain distinct boundaries, sucb as between m w l e
Figure 2.3: Object-order volume rendering methods traverse the data set and de- termine the contribution of each element to the final image. Object-order methods may operate with front to back (Under operator) or back to front (Otrer operator) composition.
or other soft tissues and bone in 31) radiological imaging techniques such as Computed
Tomography (CT), Magnetic Resonance Tomography (MRT), or 3D Ultrasound. In these cases the boundaries in the data may be reprwnted as surfaces and surface
extraction algo&.hms such as Marching Cubes [70] (see appendix B) may be used to
convert these boundaries into geometric models. This geometry may then be treated
in the same way as ather 3D models, s a d offline, edited, rendered and interacted
with using traditionai 3D graphics techniques and accelierated hardware.
In other cases the data is more amorphous, lacking such distinct boundaries; for ex-
ample MEYT imaging of the brain. If surface extraction aigorithm are not feasible then
direct volume rendering (DVR) methods may be used to generate visual representa- tions of the 3D data. DVR algorithms include ray-tracing of volume data [IO, 54,691,
splatting [118], shear-warp factorization [64, Fourierdomain volume rendering 1741
and hardware accelerated 3D texture rendering il, 13, 311. With the exception of
Fourierdomain volume rendering each of these algorithms operates by compositing
CHAPTER 2. RELATED WORK 16
the values of the elements of the volume data (voxels or cells) which lie on the line of
sight (ray) behind each pixel.
Composition proceeds by adding up the values of the individual volume elements
encountered and summing their contributions accordiig to the intensity (value) and
opacity of the voxel, which is determineci by the application of a transfer function,
according to an operator such as the Over, Under or Maximum Intensity operators.
The process of composition may proceed Gom front-teback or back-tefront of the
data and may progress in imageorder (figure 2.1), pixel by pixel , as in ray-tracing
or in object order (figure 2.3), vaxel-plane by plane, as in splatting. Fourier domain
volume rendering can be described as a reversal of the data acquisition process. m i l e
Fourier domain volume rendering is able to quickiy generate views from new orienta-
tions of the data, the process loses the depth information in the images aud is not able
to produce visible-surface images as are the other DVR aigorithms. Rather Fourier
domain volume rendering produces X-ray like images of the accumulateci intensities
through the data. Here occlusion of internai elements is not as significant problem as
is the interpretation of the images to distinguish individuai components.
The remaining DVR algorithms are capable of producing realistic visible surface
renderings, or semi-transparent renderings where internai structures are reveaied by
reducing the opacity applied to specitic segments of the data. Maximum intensity
images of the data render only the brightest values encountered dong the ray travers-
ing the volume and are well suited to revcaiing internai structures which have been
artificially highlighted.
Another alternative to transparency as a means of revealing internai structures is
to apply cutting planes to remove information based on its location in the volume,
rather than removing it according to its classification with reduced opacity. Note
that each of these solutions (cutting planes and transparency) reveal elements of the
volume by removal (partiai or complete) of occluding elements.
A more recent approach for providing internal access to regions of a volume
rendered image comes from the work of Kunion and Yagel on Discontinuous Ray-
Defiectoa [61, 621. We examine the operation of ray deflecton in more detaii in section 2.5.1 of this chapter.
CWTER 2. RE:LATED WORK
2.2.2 Information Visualization
In moving towards the use of tbree spatial dimensions in information visudization we
expand the repertoire of spatial and visual variables available to us in the construction
of a representation. The addition of a third spatial variable creates a volume in which
to arrange elements rat her than the line or plane we were restricted to in using one or
two dimensions for layouts. A n understanding of the differences in the perception of
volumes versus areas is important in the formulation of representations of information
where volume is used to encode information. Me [103, 104, 1051 provides many of
examples of the misrepresentation of quantities in visual displays of information that
may arise from the careles application of three-dimensional features to an information
reprmntation.
The collective space in which we represent and experience visual abstractions of
information has corne to be known commonly as "cyberspace". This t e m was coiiied
in a 1984 novel, Neuromancer, by William Gibson. ' Cybenpace has also been t e d Benediktine Space, after the work of Michml Benedikt who described the
characteristics and principles of such a space [6]. In describing this space, Benedikt
identified the intrinsic and extrinsic spatial dimensions of componcnts arrangeci in the
space. The extrinsic dimensions of an object specify a point within s w e , while the
intrinsic dimensions specifj the object's attributes: color, shape, texture and size.
This formulation of intrinsic and extrinsic variables ia similar to the spatial and visual
variables identified by Bertin in [8]. Benedikt also describes a number of principles
for the distribution of elements reprcsenting abstractions of information within such
a space.
"Cybenpace. A consensual bducination experiend d d y by biiiione of legitimate operators, io every nation .... A graphie representatiw of data a- fmm the banks of every cornputer in the buman system. Unthinkable complexity. Lines of light ranged in the nonspace of the mind, clusters and constellations of data Like city Jigbts, teceding ..." - Wilüam Gibson, Pieuromancer, 1984
CHAPTER 2. RELATED WORK 18
The realm of information visualization bas produced a host of approaches to the vi-
sud tcprescntation of abstract forms of information. In order to structure and analyse
these methods, as well as provide a basis for future approoches, several classification
shemes have been proposeci.
Cognitive and Structural Frameworks
Wiss and Carr examine the cognitive features of a number of information visualiza-
tion systems [121]. The specific cognitive aspects considered are: those conmming
the methods employed to draw attention to significant elements of the data, the
means of supporting information structuring and information hiding through abstrac-
tion and the affordances which the system offers users as a means of interaction.
in analysing the cognitive aspects of information visualization systems the authors
present a second, structurai, framework for the classification of such tools. The
four broad categories of designs identified are: node-link styles (SemNet [33], Cone
and Cam 'ikees [92], Hyperbolic Space [65] and SeeNet3D [28]), raised surface styles
(Perspective Wail [72], Document Lens [91] and 3DPS [19]), information landscapes
(File System Navigator, Harmony 121, SDM [26], Bead [25] and WebForager [17]) and
"ot hern designs ( WebBook [17], Information Cube 1861 and n-Vision [Xi]). While
many information visualization systems support interaction with the user via control
panels, the authors stress their belief in the importance of direct manipulation; their
analysis of the cognitive affordances of interface designs is approached with this in
mind. While the focus of their work is an analysis of the cognitive issues , the structural
classification is equally intcresting to our own work. The noddink style and "other"
categories include information visualization tools in which the layout of information
is three-dimensional. The raised-surface family of interfaces is applicable to informa-
tion which is principally linear (in the case of Perspective Wall) or plmur in nature.
While these are 3D information visualization tools, the third dimension hem fulfiil a
role in attribute emphasis (detail-in-context viewing) rather than as a spatial aspect
CHAPTER 2. RELATED WORK 19
attributed to the data itself. The information landscape group of interfaces repre-
sents visualization systems where the organization of data is principaily 2D but the
of individual entities are abstracted as 3D representations of objects on a landscape.
in the cases of the raised-surface and landscape interfaces the restricted layout
means we can readily find viewpoints which minimize the effects of occlusion. How-
ever, the 3D layouts of node-link designs such as SemNet [33] and "other" designs
such as the Information Cube [86] imply that occlusion rnay be a problem for which
some solution other than choice of viewpoint is required.
Other schemes for the classification of information visualization methods have a p
proached the process from the analysis of the tasks performed while interacting with
the visualization systems. Ctud [16] identifies four functiond levels in the process of
"information perceptualizationn . These four levels are: the infosphere, the workspace,
sense making tools and the document. Approaching the description of a visualiza-
tion tool from this perspective allows Card to separate the function of the tool from
the technique itself, as a speciûc technique may be applied across scvcral of these
functioual levelu.
The infosphere in this scheme is the space of al1 available information sources,
such as databases and documents. Tools for the visualization of the infosphere are
capable of providing overviews of this space and perhaps incorporating a semantic or
spatiai organization of the resulting structure. Narcissus [46], Hyperbolic Space [651
and %orlds within worlds" [35] are al1 presented as examples of infosphere-level vi-
sualization tools.
The workspace level actions involve interactions with groups of objects that have
been arrangecl in such a manner as to make the completion of certain tasks more
efficient. The role of visualization tools in this situation is to improve the efficiency
of interaction with the structure of the workspace. This can be accomplished through
the utilization of faster perceptual or pre-cognitive attributes of objects rather than
cognitive properties and by increasing the information carrying capacity of the display
CHAPTER 2. RELATED WORK 20
as a whole. The use of zooming interfaces in workspaces such as Pd++ [5] and multi-
d e interfaces such as Bifocal-Diplay [99] to provide detail-in context presentations
are other means of making interaction with the workspace more efficient.
Sense making-level tools are those which assist in the understanding of information
through the creation of combinations and associations. These tools may be static
or dynamic in presentation but are intended to reveal patterns in information. For
example, the cone tree [92] turns part of the WWW into a tree according to a traversal
algorithm, and the Table Lens system [85] presents a detail-in-context display, which
supports interaction with the rom and columns of a worksheet to reveal patterns in
the data.
Finally, document-level tools interact with the elementary units of information
retrieved. Wi thin an individual document the contained information itself may be
large and poses interesting interna1 structure.
Shneiderman [98] formulates a taxonomy incorporating both the data type and the
proposeci task. Where Card presented four task levels, Shaeiderman provides seven
more specific task descriptions: overview, zoom, filter, detailson-demand, relate, hi+
tory, extract. The examination of the relations between these two schema provides
a richer illustration of the process of interacting with an information space. In the
infosphere we wish to have an overview of the entire information space. We zoom
and filter this space in order to construct workspaces. Within these workspaces we
d a t e information elements to discover patterns in the process of wnsr! making, and
by maintaining a history of actions we may retain previous patterns to aid us in the
construction and discovery of newer ones. Finally we want to be able to extract details
and subgroups to support document level investigations and abstractions. Shneider-
man also presents his information seekng mantm "OveMew first, zoom and filter,
t hen details-on-demand."
Shneiderman also identifies seven data types in the classification of information vi-
sualization systems: one-, t~+, three-dimensional, temporal, multi-dimensional, trees
and networks. Shneiderman recognizes that many information vhalization systems
are oriented towacds dealing with a specific class of data, for instance: Geographical
Information Systems with 2iiimensional data, LifeLines [76] and Perspective Wali [72]
CHAPTER 2. RELATED WORK 2 1
with temporal data, Cone and Cam Thes [92] for tree data and SemNet [33] and te-
latcd tools for network data. The author beleives that a t d y successful information
visudization systems will have to be designd to accommodate severai classes of in-
formation and the full range of taaks simultaneously.
2.3 Structural Framework for Visualization Design
We propose a simple classification system for 3D visualization systems, whether sci-
entific or information, b d principally on the characteristics of the resulting visual
representations, rather than on the characteristics of the data. In this respect our
classitication is somewhat more similar to that outlined by Wiss and Carr [121] than
that of Shneideman [98]. We identify three principle characterizations of visual reg
resentations: discrete, contiguous and continuous. These three choices are motivated
to some degree by the specific challenges they pose in the application of OUI occlusion
cesolution tools, which we will examine in further detail in Chapter 4. We would
describc the characteristics of cach class of reprcsentation as follows.
(a) D i e (b) Contiguous (c) Continwus
Figure 2.4: Structural classes of threedimensional representations
Discrete information layouts are exemplifieci by node and edge structures or 3D
scatter-plot layouts. Information representations of this class are characterized as
having spatial ordering relationships where connections that exist within the structure
are represented by explicit connectivity (edges) rather than physical adjacency.
Contiguous information representations, include 3D models, finite element sets,
CAD data and so on. In these models not only is spatial ordering important but
so are the physical properties of adjacency and containment. Distortions which are
applied to this class of information representations may benefit from a treatment
that accouats for coilision detection. Performing Layout adjustments which resul t in
components translating through each other would otherwise violate the perception of
the components as comprising solid surfaces.
Continuous representations may be truly continuous, as the product of 3D para-
metnc equations producing a volumetric lunction, or the may be such hely diiretized
data as to appear continuous in some sense, such as volumetric medical imaging,
geophysicai or fluiddynamics data. These kinds of data are generally tackled the
approaches describeci in section 2.2.1
2.4 Methods for Occlusion Reduction
In previous sections we bave briefly discussed the approaches that various visualization
systems have used to reduce the occlusion of elements within a representation. In the
following discussion we will present these traditional approaches in more detail and
discuss their operation independent of specific visualization tools.
2.4.1 Navigation
In the case of relatively sparse layouts of 3D information, movement of the viewpoint
is a cornmon solution to the situation of nearer objects occluding more distant ones
of potential interest. The ability to move the viewpoint or re-orient a model is a com-
mon md now expected feature in any system which employs interactive 3D graphies.
Beyond offering users the opportunity to ünd solutions to instances of occlusion, the
ability to produce movement is a powerful means of enhancing the perception of a 3D
structure. Figures 2.5(a) and 2.5(b) illustrate two different views of a skeletal model
CHAPTER 2. RELATED WORK 23
of a human foot. In figure 2.5(a) the first metatarsai bone (which is highlighted) is
hidden from the current viewpoint through occlusion by other bones in the model. In figure 2.5(b) the viewpoint has been rotated about the center of the model in order to
move to a new position from which the view of the metatard is no longer occluded.
(a) ûcciudcd Vicw (b) Non-accluded view
Figure 2.5: Moving the viewpoint makes the highlighted bone (the first metatarsal) occluded in (a) visible in (b).
Tùis movement is geueraiiy passive movement of the data space, through input
with a mouse or similar device. The change of VP may also be accomplished by active
movement of the viewer, along with appropriate tracking technology to automatically
update the view. In the passive rnovernent approach the metaphor of a turntable is
often employed. Movement of the VP is about a centrai fixed point of reference and
the view remains directed at this point. Commonly the movement of the data dards
complete cevolution about the vertical (y) axis and Iimited movement of the VP up
and down around the horizontal (x) ais. Some means of zoorning the view in and
out from the point of reference is also common. Generaiiy zooming is accomplished
by the movement of the VP towwds or away from the center of the data set, rather
thaa by means of narrowing of the field of view wbich is tbe mare common definition
of zoomhg in optical terrns. The correct tenn for the movement of the viewpoint in
and out in this manner is dollying. Such movement of the viewpoint into an out of
a structure does offer a simple means of rnoving past occluding objects to produce
CHAPTER 2. RELATED WORK 24
a clear view of those previously obecured. In figure 2.6(a) the node in the center of
the g3 element 3D-graph is highlighted but aimmt entirely occluded by other nodes
in the structure. Here movement of the VP to another extemal viewpoint is unlikely
to provide a resolution of this occlusion. in figure 2.6(b) the viewpoint has been
moved into the stmcture, past the occluding elements to provide a clear view of the
highlighted central node. The side effect bere is the loss of much of the structure from
the display as it is outside the field of view or now behind the viewpoint.
(a) Externai Viewpoint (b) internai Navigation
Figure 2.6: Movement of the viewpoint into the structure puts elements that occliided the node of interest in (a) behind the viewer in (b).
2.4.2 Partial Tkansparency
A phenomenon closely related to occlusion is the partial occlusion produced by semi-
transparent or sik surfaces. These surfaces do not completely obscure more distant
objects and have been widely used in cornputer graphics and visualization to pro-
vide a sense of solid 3D structure with minimal lm of information through ocdusion.
Cone Trees [92] and Spiral Cdendar [73] each applied partial occlusion to improve the
appearance of the spatial structure of the viçual representation. Partially transparent
CHAPTER 2. RELATED WORK 25
cutting planes have been applied in surgical visualization tasks to facilitate the ori-
entation of the plane with the organs intersected [i24]. Such see-through surfaces are
also seen in 2D information spaces as a means of creating a 2.5D space for example
as in Tool Glasses [9] and Silk Cursors 1122, 1231. The work of Zhai et ai. on 3D silk
cursors [124] indicates the effectiveness of partially transparent curson in six degree
of f'eedom (6DOF) tracking tasks. Silk cursors were found to be more effective than
wire-frame curson in 3D locaiization tasks in both mono and stcrm viewing.
Figure 2.7: Partial Tkansparency
In task domains with increasingly cornplex surface topologies partial transparency
increases the difficulty of perceiving the shape of the surface and makes the distinc-
tion of multiply layered surfaces more difficult. For example in figure 2.7 partial
transparency makes the interpretation of the details of the distinct ,layececi, surfaces more chailenging. The work of Intecrante et al. in [50, 531 examines the application
of contour-driven textures to improve the comprehension of such structures, at the
expense of increasing opacity.
Cutting planes and volumes have long been a standard feature of direct volume ren-
dering systems. Cutting planes are a highly effetive means of providing visibility of
CHAPTER 2. RELATED WORK 26
voxels adjacent to a plane through a volumetnc data set or at a specific location within
a less dense representation of direte components or surfaces. Cutting volumes are
used to remove more cornplex regions €rom a display, rather than entire half spaces.
These volumes define regions that are removed in a mariner similar to constmctive
solid geometry (CSG) subtract operatioos. Figures 2.8(a) and 2.8(b) illustrate the
effect of a cutting plane and a cutting volume on a volumetric data set. Cutting
planes and volumes have the effect of remedying the occlusion of areas or regions
of interest at the expense of removing other information from the final presentation.
There are additional costs in terrns of the complexity involved in the specification
of the placement and orientation of cutting planes encountered in practice. Many methods have been examined to adàress this problem of specification of cutting plane
placement including twehanded interactioas wi th prop to simplify these tasks. [48]
(a) Cutting Plane (b) Cutting Volume
Figure 2.8: Cutting planes and regions remove volumetric data in a half-space (a) or subvolume (b) from the bal image and make previously occluded surfaces visible adjacent to the cut.
Segment removal from direct volume rendering is another method for the reduc-
tion of occlusion. This is analogous in 3D information visualization representations
to the application of a Dû1 function to Mter elements out of the final presentation.
CHAPTER 2. RELATED WORK
Figure 2.9: Selective removal of component groups improves visibility of remaining components.
in volume visualization the application of transfer functions determines the color and
transparency of a specific component such as s k i , bone, muscle, or other intemal
organs. Individual component alpha values may be adjusted (lowered) so as to re-
move component elements and reduce the effect of occlusion on thase remaining. In
figure 2.9 we have reduced the opacity of the outermost layer in the structure to zero
in order to achieve a cleorcr view of the rernoining two internai components.
2.5 3D Deformation Methods
Methods for the defortnation of 3D models are intrinsic tools in the production of
interactive coniputer graphics. Deformation of models may be in the context of a
simulation of a physical process, in producing animation for film or television or in
interactive graphics for computer games. Many techniques have been developed and
applied acrm a range of 2D and 3D graphical structures. OveMews of this field
and the details of many of these techniques c m be found in most computcr graphics
textbooks, notably [36,41, 1161.
There is a comparatively small set of methods for the transformation of graphitai
objects which are of speciüc significance in their relationship to the techniques which
CHAPTER 2. RELATED WORK 28
we will develop through this work. The most significant systems are the Discontinuous
Ray Deflecton of Kunion and Yagel [62] the Zoom Illustrator work of Preim et
al. [82, 83, 871 and the Page Avoidance component of the Data Mountain system
developed at Microsoft by Robertson et al. [88].
2.5.1 Space Deformation Operators
Space deformation operators [61, 62, 631 provide both a mechanism for warping of
3D volumetric data or models and, with the addition of discontinuous deflecton [62],
it is possible to arrange tbese operators in su& a manner as to provide visual access
to partial cut-planes through volumetric data sets. The operation of ray deflectors
is Erst described in [61]. A ray deflector causes a locally constrained deviation in
the path of a sampling ray and results in the apparent couaterdisplacement of the
sampled surfaces (figure 2.10).
Figure 2.10: The effect of a warp operator on the path of a ray through a scene. The deflected ray results in the appearance of a deformation of the surface. (After [61])
Discontinuous ray deflectors restrict a ray to sampling on only one side of a plane.
The r d t is that the outer surface of a volume is split and the data on that plane is
made visible (figure 2.11) as the swrounding material is pushed aside.
The application of ray deflector operaton to volume rendering with hardware
assisteci volume rendering is examineci in 1631. The process of applying hardware
texture mapping accelerators to the process of volume rendering is described in [l].
CHAPTER 2. RELATED WORK
Figure 2.1 1: Discontinuous ray deflecton operate by deflecting rays in opposite direc- tions h m opposite sides of a plane. Ray sampling is restricted to the original side of the plane, thereby producing a cutting and retracting form of distortion. (After (631)
Kunion and Yagel apply the inverse of the ray-deflection method to deform points
in tessellated planes, thereby performing a piecewise linear approximation of the ray-
deflection operation. The application of Discontinuous deflectors in this context leads
to the problem of splitting the tessellateci planes according to sampled and un-sampled
vertices.
2.5.2 Zoom Iilustrator
Zoom illustrator [82, 831 extends the continuous zoom algorithm [4, 321 h m two di-
mensions in order to apply it to interaction with three-dimensional models of anatom-
ical structures. The effect of the zoom algorithm is to emphasize the appearance of
objects of interest within the model by applying magnification to these elemcnts.
In order to facilitate this magnification with the original space of the 3D layout the
surroundmg elements of the model are reduced in d e accordingly to provide the nec-
essary space. The interaction with such anatomical models as 3D puzzles is explored
in the work of Ritter et al. [87] in which a variety of 3D interaction and presenta-
tion strategies are explored. These techniques include the zoom algorithm as weii as
the use of partial transparency and shadows to enhance the perception of the spatial
rdationships of the 3D elements.
2.5.3 Page Avoidance
Data Mountain, developed by Robertson et al. [88], is a 3D document management
system. The system was initially applied to the spatial arrangement of and interaction
with Favorites or Bookmarked pages from a web browser, and has since been incor-
porated into the tool palette of the Task Gallery system [go]. The Data Mountain
allows for the movement of these pages, visually represented as textured images of
the actual web page on rectangular polygons which remain perpendicular to the view
direction.
An important part of the Data Mountain environment is the incorporation of a "page avoidance" behavior exhibited by the individual page elements. Each page
maintains a minimum distance from al1 other pages in order to prevent one page fiom
completely occluding another. The movement of one page by the user results in other
pages moving out of its way. The movement of pages is propagated to similarly avoid
occlusion of other pages. The Data Mountain envitonment in two inctrrnations (DM1 and DM2) is compared in a user study with Microsoft Internet Explorer 4.0 (IE4). The
differences between DM1 and DM2 include the addition in DM2 of page avoidance,
stronger association of "hover titlesn with pages, and the addition of spatialization
effects to the accompanying audio feedback. The k t significant result of this study
to our work is that the DM2 users showed reliably as fast or faster retrieval times
than the IE4 or DM1 users, with fewer incorrect cetrievals. The second significant
aspect is that in a subjective survey usen expressed a preference for the DM2 system
wer IE4 while they did not prefer DM1 over 1E4.
The page avoidance algorithm of Data Mountain proves to have a strong resem-
blance to the occlusion avoidance algorithm we will develop in this thesis when applied
to sirnilar discrete representation. We will see a more detailed discussion of this a p
plication in Section 4.1.4
CHGPTER 2. RELATED WORK
2.6 Det ail-in- Cont ext Viewing
Detail-in-context viewing for 2D information presentation bas a history going back as far as 1981 with a Bell Labs technical report by h a s [39] which introduced the
notion of a "fish-eye" transform of a document and an associated degree of interest
function. S u b u e n t work, notably by Spence and Apperly [99], extends the appli-
cation of these "fish-eyen views to graph layout and later to general raster images by
Carpendale et al. [19, 201.
2.6.1 Perspective-Based Fisheyes for 2D layouts
A 3D metaphor for the creation of detail-in-context views of 2D information repre-
sentations was first demonstrated in the Perspective Wall system developed at Xerox
Parc by Card et ai. The Perspective Wall and derivative systems generate magnifi-
cation and compression of layouts by manipulating a 2D surface in three dimensions.
Pulling region of the surface up towards the viewpoint, in conjunction with the effect
of perspective distortion makes that part of the surface appear larger. Perspective
Wall is designeci to work with data representations that are 2-dimensionai but have a
dominant horizontal dimension such as: tirnelines, digital video, and visual represen-
tations of digital audio.
The data is arranged on the wall and a detail-in-context view is obtained by pulling
a section of this wall towards the viewpoint in a 3D perspective viewing projection
(as observed by [33] an orthographie projection muld not produce the same effect).
The section of the wall which is puiied towards the viewer remains perpeodicular
to the line of sight. Were it not to do so apparent magniikation across its surface
would not remain constant as the magnified area would cover a range in z (depth)
dues . The remaining segments of the original wall remain attached at the left and
right sidei of the magnified region and appear to recede away fiom the viewer to
the original depth of the wall. These bracketing regions are therefore at an oblique
angle to the line of sight and the apparent magnification at any point on the d l in
the contextual region depends directly on the depth in z of that point and inversely
on the angle between its normal and the line of sight to that point. Figure 2.12(a)
CHAPTER 2. REtiATED WORK
(a) No R@on of Intu& (b) Flat Surfacc
Figure 2.12: The base configuration of the Perspective Wall with no regions of interest (a). The surface has one dominant linear dimension and is at a constant depth in z in the perspective viewing frustum (b).
illustrates teb perspective wall in a neutral state with na focal region, figure 2.12(b)
shows the relative configuration of the perspective wall surface, the viewpoint and
the perspective view volume. In figure 2.13 a region in the center of the penpcctive
w d l is selected as a region of interest and puiled up towards the viewpoint in order
to produce a detail-in-context view.
The Perspective Wall was soon followed by a related system frorn Xerox PARC, the Document Lens [91]. In the Document Lens the data space is more traditiondy
2D, and does not assume a principle, dominant dimension in which the data is mainly
linear. The document lem is so aamed as the initiai applicatim of the system was
for browsing a document corpus and the focal region ia generally defined as a single
page in the set. In this system there are contextual regions to the top and bottom of
the focal region as well as to its left and ri&. The distorted surface appears to take
on the shape of a tnuicated pyramid. The document of interest forms the top of the
pyramid and the sunounding, contextual documents Form the sides of the pyramid.
The distortion is constrained to the extents of the original (0at or undistorted) layout,
hence one or more sides of the pyramid may take on a more distorted appearance than
(a) Central ROI (b) ROI Pulled Up
Figure 2.13: Perspective Wall with a single ROI specified in the middle of the field of view, generating a region of increased scale and surroundhg distorted regions (a). The ROI is at a constant depth in z with respect to the viewpoint in the perspective viewing frusturn (b).
the others as the focal area is rnoved towards or away h m a particular boundary.
Both Perspective Wall and Document Lens engage human perceptual abilities in
interpreting the 3D metaphor of perspective distortion. The goal is to support corn-
prehension of the effect of distortion applied in order to obtain the detail-in-context
view. The use of the perspective view-volume introduces sorne particular constraints
on the mannet in which the surface may be distorted. Figure 2.14 illustrates the fea-
tures of the perspective viewing frustum. The pempectivc view volume in cornputer
graphics fonns a pyramid. The boundary of the pyramid is defined at its vertex by
the viewpoint and at its base by the far plane. The pyramid may have a square base
but more generally it has a base which is a rectangle, the relative dimensions of which
are defineci by the width and beight of the viewing window; the ratio of the width
to the height defines the aspect ratio. In the traditional cornputer graphies pipeline
the perspective projection transformation is followed by a viewport to screen trans-
formation which may change the relative width and height of the image, hence the
aspect ratio of the ha1 rendered image may not be identical to that of the perspective
CHAPTER 2. RELATED WORK 34
view-volume. In fact if a canonical perspective view volume is defined to aid in the
process of 3D clipping, then it wiii have a square base (aspect ratio of 1) and the
viewport transformation will restore the appropriate aspect ratio.
Figure 2.14: The features of the perspective viewing frustum. The frustum Forms a pyramid with the viewpoint at the apex. The far-plane foms the base of the pyramid. The widt h and height of the pyramid are usually defined by the field of view and the aspect ratio. The field of view is the anguiar horizontal width of the pyramid, and the aspect ratio defines the relationship between the width and the height. (a = -1. Objects within the pyramid arc visible in perspective projection if they am located between the near and far planes in depth. The central axis of the pyramid defuies the direction of the view in world coordinates.
The geometry of the pyramid imposes some restrictions on where a surface element
may be moved to and remain visible in the final image. Notably, an element lying on
the line of sight (a line vertically through the center of the pyramid) d l remain in the
center of the field of view as it moves dong this line of sight and perpendicular to the
CHAPTER 2. RELATED WORK 35
base of the pyramid, towards or away from the viewpoint. Conversely an element that
lies to one side of this line of sight, also moving perpendicular to the base (translation
in z only with no change of x or y coordinates) will appear to move away from the
center of the field of view as it moves towards the viewpoint. Thus a focal region in
Perspective Wall or Document Lens that lies in the center of the field of view requins
no special consideration. Should the region be centered anywhere else then moving it
in z to produce magnification will have the undesirable effect of an induced translation
which will move the region out of the field of view. The solution to this problem, both
in Perspective Wall and the Document Lens, was to shear the view volume such that
the viewpoint was moved directly over the center of the focal region as illustrated in
figure 2.15. Regions may now be translated simply in z and remain within the field
of view. This choice of viewpoint movement does introduce a further restriction ou
the range of views which may be constnicted. As the perspective viewing volume
has only one viewpoint the requirement that it be positioned directly over any focal
regions thereby restricts the system to a single focus.
(a) On-Center ROI (b) 'Ltanslation of VP in z
Figure 2.15: Geometry of the fnistum is sheared in x to keep the Viewpoint directly over the offcenter ROI.
Multi-focal distortion viewing via the effect of perspective distortion was intro-
duced in [19] with Thcee-dimensional Pliable Surfaces (3DPS), which later became
known as an example of an Elastic Presentation Space (EPS) [23]. 3DPS implements
a system by which regions of interest are translated not in 2-only, perpendicular to the
base of the perspective viewing volume, but dong sigbt-iine-aligned vectors. The use
of sigbt-line aligned distortions provides for the speci6cation of multiple focal regions
within an information pmentation space and the process of blending affords a means
of controlling the interaction of these multiple regions.
(a) Vertical Mavernent
Figure 2.16: Effect of simple vertical movement of a portion of the surface in an ofl-ccnter lem alter perspective projection (a). The rcason is that the surface now extends outside of the perspective viewing Gustum (b) .
Figure 2.16(a) is an example of a 3DPS surface with a focal region a t the right
edge of the plane, with the region pulled up perpendicular to the presentation plane.
Figure 2.16(b) is a side view of tbis situation illustrating the way the focal region
moves outside of the viewing fnistum. The solution in 3DPS to this situation was to
shear the focal region back t o d the viewpoint rather than shearing the viewing
h t s u m itself as we see in figure 2.17. This, dong with a method for mediatiag the
interaction of focal regions thmugh blending, allowe for the sirnultaneous specification
of multiple focal regions as in figure 2.18. The construction and application of these
distortion views are dmribed in detail in [19, 221 but WU be revisited in Section 2.6.1.
CHAPTER 2. RELATED WORK
(a) Corrected Movement (b) Viewing h t u r n
Figure 2.17: Shearing the distorted rcgion so that it is orient4 towards the viewpoint (a) brings the entire extent of the lem back into the projected image(b).
Mat hemat ical Framework for Layout Adjust ment
We begin from the observation that the integration of the region of intetest, the
surrounàing contextual region of compression and the region of the presentation space
which remains undistorted may be determined by the specification of the profile of
a crosssectional curve. This curve is used to join the region of interest, which has
been pulled towards the viewpoint and is at some height h with respect to the original
layout, with the plane of the original layout. The characteristics of this curve will
determine the distribution of compression within the contextual regions and the nature
of the connection of this region to the focal and original layout areas. Perspective
w d and Document Lens employed a linear segment to connect the focal region to the
original plane of the image. (Perspective Wall and Document Lens both distributecl
distortion hom the edges of the focal region to the extents of the presentation space,
subsequently leaving no undistorted regions)
The mathematics governing the appearance of these distortions is examineci in [67].
While the context of that anaiysis is primarily 2 0 + 2 0 translormations the use of
(a) Multiple OtI-Center ROI (b) Viewing Fhistum
Figure 2.18: Shearing the lenscs rather thm the viewing h t u m allows for the spec- ification of multiple ROI (a). The area of intersection of lenses must be blended to provide a smooth transition between the two shearing directions (b).
2 0 + 3 0 + 2 0 transformations is simply another framework for the conceptual-
ization of the mathematical operations. The effect of the operations in the 6nal 2D
projection are the sarne.
if we begin with the Gaussian curve as the cniss sectional profile f(x), as in
equation 2.1 and figure 2.19, the c m has a maximum height of 1. If we define a
simple perspective view-volume with a viewpoint at a distance of 2 from the original
Figure 2.19 The Gaussian curve j(x) = e-lo-ot' used in ThreDimensional Pliahle Surfaces to provide smooth integration of the ROIS and original information layout.
Figure 2.20: After perspective projection, the apparent transformation t (x ) of points on a suriace traasformed by the application of a garnian lem with a maximum height of 1 and a viewpoint distance of 2 from the original surface plane.
plane of the presentation surface, then we c m determine the resdting translation t ( x )
of a point on this c m after perspective projection, as in equation 2.2, expandeci in
equatioa 2.4 and ptotted in figure 2.20.
zL-lo.Os~ Figure 2.21: The displaced putition of points d(x) = x + ' l - C - L O , O = ~ as a regult of the gaussian lens after perspective projection.
This produces a displaced layout d(s) as in equations 2.5 and 2.6 and plotted in
figure 2.21. If we removed the effect of the transformation we would have d(x) = z.
Finally we determine the relative magni6cation or compression, m(x), of a region on
this line as the derivative of d(x) with respect to x, as in equations 2.7 and 2.8 and
figure 2.22.
Table 2.1 illustrates the relation between the shape of the 3D displacement curvc
profle, the resulting apparent displacement of points in perspective projection.
Figure 2.22: The magaification (with singlepoint perspective projection) and com- pression distribution as a mit d the gaunùan l e m m(z) = y
Figure 2.23: The progression of Lp distance metrics £rom L1 (figure 2.23(a)) to LSOO (Bgure 2.23(d)) in two dimensions.
Anotber aspect of the specification of a transformation hnction in a system such as
3DPS or EPS is the measurement of distance from a point to the nearest focal points.
Carpendale describes the use of a distance metric other than simple Euclidean distance to d k t the shape of focal regions in [23]. The Lp distance metric provides a means
CHAPTER 2. RELATED WORK
Hemi. ] Coeine Tan 1 Inv Hemi.
Table 2.1: A visual cornparison of a range of magnification functions (Constant J(x) = -0
1, Linear f (3) = 1 - 2, Gaussian P ( x ) = e., Hemisphere J ( x ) = sin(cosh(1 - x)), ~o(O.Bs*m ' ) Cosine f (3) = ms(z t f ), Tangent f (z) = 1 - and Inverse Hemisphere
f (z) = 1 - sin(eosh(1- 2))) and their pmperties of slope f , apparent planar trans- lation t (z) and resulting m@cation m(x) (within a perspective-distortion system such as 3DPS).
of varying the appearance of a focal region, varying the shape of its boundary from dittmond-like to rectangular by adjuating the value of the p parameter in equation 2.9.
Figure 2.23 illustrates the effect of varying the value of p h m a minimum of 1 in figure 2.23(aj to a maximum of 200 in figure 2.23(d).
CHAPTER 2. RELATED WORK
Magniacation versus Displacement
In [18] the relative roles of magnification and displacement in 2D detail-in-context
viewing are cxplored. We observe that the movement of elements dong the h e
of sight for a given focal region produces a magnification effect due to perspective
distortion.
We further note that in the case of a discrete 2D graph the is that locally dense
layouts of edges become l e s dense at the expense of some compression at some other
location. Since it is possible to separate the action of displacement h m the mng-
nification of nodes in such layouts local layout adjustments may be applied to the
problem of "cluster-busting" in dense regions of graphs. This capability holds true
in 2D and 3D information layouts and has some utility in reducing tbe problem of
occlusion in locally dense regions as illustrated by Keahey with layout adjustment of
3D structures in (591
Chapter 3
Met hod
Wt! have identifid in previouri chaptem that there hm ben a great deal of work in
the creation of 3D visual representations in visualization. At the same time there has
developed a strong interest in the ddail-adcontext presentation of information in
both 2D and 3D representations. Touls for the generating such preseatatioas of 2D
data have beeri the principle kw of the mrk in t h m a . The mite of tooh aMiluble
for the generrrtian of cietail-and-contrrrt view of 3D represeatationa of information is
miich ~mdler thm thme which operate on 2D data
One of the principle differences that we face in dealing with 3D representations
is thc issuc of occlusion. Whcn dcaüng with 2D displays of 2D rcprcscntations WC
do not have to concvm our~elvev with elementu of the information Iayout becoming
hidden behind other elements. Adding a z component to the layout space intmduces the possihility that some elemeniq wiii hidden. F&ensiona of clawicai detd-
and-mntext viewiag algorithm to 3D through the addition of a z component d m
not dcquatcly a d h this situation.
We cm homver mtend the application of mme of t h e 2D twhiqum to 3D in a mamer that does account for the presence of elements occluding the object of
interest. We wiii accomplith this hy d n i n g the proces8 of generating 2D detail- and-context views and identifying the specific elementa of the transformation process
which contribute to ducbion ia local idmation density the hiil llryout.
3.1 Layout Adjustment in 2D
Our method for occlmion duction and detail-incantext viewing of 3D cepremta-
tions has p w n out of our previous work on the 3-Dimensional Piable Surfm sys-
tem (JDPS). 3DPS created detail-in-context views of 2D visual repreaentations with sight-linedigned distortions of a 2D information preaentation surface within a 3D
penipective viewing fnistum. In 3DPS magnification of regions of intereut and the riccompying compremion
of tht! mntextiiai mgion to accammodate thia change in utde are prodiiced hy the
movement of regions of the surface towards the viewpoint (VP). The process of p m
jccting thcsc transformcd layouts via a pcrspcctivc projection miultcà in a ncw 2D Iiiryout whicb included the zoomed and c u m p d regions.
The use of the third dimension and perspective distortion to provide magnification
in 9DPS pravidm a meaningful metrphor for the pmem of diatorting the informrtion
presentation surface. The 3D manipulation of the information presentation surface in sucb a systcm is an intcrmcdiatc stcp in thc proccss of crcating a ncw 2D layout of thc
information. In wction 2.6.1 we saw that a ttsnsformation function from 2 0 + 2 0 is possible, if we incorporate the effect of the perspective projection on the layout
adjustment function.
If we concentrate on the 2 0 + 2 0 translation function t(s) we can apply this to
d u c e the local density of elements in a layout as demonstrated in (181. Thia effect
of local density miuctinn is significant, as is the ahiity to separate the trandation
component of the lem h m the magnification fimaion when dealiag with dimete
structures. It is precisely this ability to reduce, or rather distribute, the density
of information in a rcpmntation that WC apply to thc problcm of occlusion in 3D repmntationx.
Occlusion and the Sight-line
In ordcr for an ohjcct of intcrcst in a 3D information rcprcscntation to bccomc oc-
duded, ir =und objtxt mulit be pcwitioned mch that i& projecticm overlup thirt of
the first iu s e n h m the a 11pwi6c location, the vkwpoint. Ftrtbrmm t h ocdud- ing object must be located between the viewpoint anà the object of interest. These simple frictn pmvide us with m insight into h m we might seek ta develop a solution
by which we prevent the ocdusion of objects of interest. We wiU ciefine the siglit-line of a given object as the line segment cotwtxting the
centsr of that object tci the viewpaint. Tt in in the neighharbood d tbh sight-line that
other objects, which may occlude our object of interest w i l l Lie. AN new objecta of
interest are de6ned or the viewpoint is muveri ta a provide a new presenfrrtion of the infiormation layout the location of this sight-lîne within the layout changes, and the
set of objecb repmnting powible of occlmion wii l h g e tu well. The fa% that it ia anly in thh region, on or near the line of sight, that we will6nd
ohjectn repmnting patentid mluding ohj&~ i~ eignificmt; if thcire are na objmts in this neighborhd, other than the object of interest, tben we will bave no occlusion.
What WC am looking for thcn is a mcthod which will kccp tbc rcgion surmunding thc
si@-üne clelil of other occluding objectu.
Cuttinn planes, pasitioned and orient4 appropriately, could remm al1 of the data in ri mpmntation hetween the abject of inter& and the viewpaint. This woiild have
the desired &kt of keeping the region of the sight-line clear. However it would not support dctail-in-contcxt vicwing of 3D rcpmicntations.
Thmprirency tao could he u t d ta d u c e the effitct of amlitsion an our ~bility to
see the object of interest, at the expense of increased diculty in the comprehension of
the structure ae a whole, There are additional coets in rendering transparent objecte
correctly with a graphics APi such as OpenGLTM, as the use of the z-bder for visible
swfircr! determination iY no langer m û k h t . Trrinsparency may LJLSO be in- to
the point where the poteatially occluding ohjech are ernentidly remcwed h m the
sciene. T b would mompürrh the same d é c t t~ filtering. Navigation of the viewpoint to a new location will de6ne a new si&-line to the
objcct of intcrcst and change thc set of potentially occluding objccts. It may bc pot+
~ible to ûnd a n m extend viewpoint whm there rire h r or no ofcluding objectv
between the new viewpoint and the object of interest. In denser information repre sentationn (Le. wlumetric data) or representations where the distribution of elements
leadr to regions of higher and loww dewitieti (such ~iai wtter-plotu or graphs) it may
not be passible to find such a new viewpoht. Another mlution in this case is to py into the utnicture, moving the viewpaint past ptentially occluding ohjech. Thia hm the effect of shortenhg the sight-line and again reducing the potential set of occluders.
A side effect of this approacù is that least of the data in the representation will now
be outside of the viewing volume and thus culled h m the presentation.
What we seek to do is leave as much as possible of the original structure of the
representation intact. We develop a solution that constrains our actions to the neigh-
borhood of the sight-line and acts principally on those objecta which represent the
mwt likely potential octludm of an object of interest.
3.2.1 Towards a Solution
In order to construct our solution to reducing 3D ocduaion we w i l begin with the
2 0 + 2 0 translation function t(x) sccn in cquation 2.2. This function can hc applicd
to the redistribution of density mund a focai point in a 2D information repreyenta-
tion, as in (181.
if we extend the m u m of this fiinction from a point in a 2D mpmntatian to a
point in a 3D representation we can extend the operation of the translation function
from movcmcnt of clcmcnts in (2, y) to movlcmcnt in (2, y, z). This simple cxtcnsion is
capable of pmducing the local density reductions ohservecl in 1271 and h a Lsn wmt!
application to cluster-busting of 3D p p h or node layouts [59[ but yie.Ids little beneût
in more general visual representations wbere occlusion is a significant problem.
Table 3.1 illustrates the application of four well-known 2 0 detail-in-context Mew-
ing trmformtitiom and their extension to 3D through the addition of a x cornpunent
to the a lgor i th . The firat calumn of the taMe employs an orthogonal atretch n lp rtihm similar to that of t h Bifocal Diplay of Spence and Apperly [991. The second column illustratea the e f k t of a nonlinear orthogonal sttetching algorithm similar to
that found in Catgraph [55], Multi-Vicwpoint Pcnpcctivc [77] and thc hypcrhola of
Hyperbolic Speco [651. The third column hi distiiict h m the firrrC fan, due to the (ip
plicaiton of a radial application of the laput adjustment and magrdication funetion.
CHAPTER 3. METHQD 48
1 Stmtch Ortho. 1 Non-Linear Ortho. 1 Non-Linear Radial. 1 Step Ortho.
r** f - *- *:-*.?.. 6 , 2% .r* Lh - 4 0 m m
2D disp. 2 -.,.. ==- -\C.-W*CIC. . L. -&2. ..
Table 3.1: illustration of the application of four common 21) detd-in-mntext layout adjustment approaches to 3D layout via simple inclusion of 3rd dimension. In the k t row are examples of step and non-linear orthogonal stretching, non-linear radial displacement and non-space-filling orthogonal stretching. Row two illustrates the effcct of moving h m (2, y) to (2, y, z) for data and displaccmcnt function. Thc tbirri row shows the effect of the layout function without the accompanying magnification of nodes. Row four shows the displacement only &ect extendecl into three dimensions.
This function is similar to that employed in 3DPS [19] and Nonlinear Magnification Fiel& [57, 581. The ha1 column displays a step orthogonal algorithm similar to that
in the k m family of interfacm [4] and the more m n t Shrimp Views [101]. Excellent
surveys and examinations of the field of 2D detail-in-context viem can be found in
the worb of Noik [80] and Carpendale [23]. The firat row of the table shows the 2D magnification and translation functions
appiied in conjunction. In the second row these same functions are applied in 3D.
CHAPTER 3. METHQD 49
Note especidy that the 2D Iayoutu adjuritment d e m e s which minimize white-ypw..e
in the resulting layout maximim occlusion in the 3D c m . Row three removes the
magnification component from the algorithm and applies only the layout adjustment
component. This a p p r d simply transiatm the points in the graph in 2D without
djusting their individual d e . The bottom row demonstrates t b t the layout t n u g
formations which produce clear paths m m the data yield the c l e m t viRuai iicceg~
of the central, focal, point. This improved visual access is still ody available h m a limited set of viewpoints, and the object of interest wiU still be d u d e d h m many possible locations for the viewer.
3.2.2 Redefining the Focus
The principle pmhlem in auch d imt extensions of 2D detail-in-codext trasnforma-
tions to 3D is that they do Little to remive occlusion of the object of interest. As we
havc notcd, in ordcr to rcducc occlusion wc n d to rcmovc ohjccts from thc ncighbor-
hood of the tight-line. In the interest of maintainhg a detail-in-context pmientation
of the visual repmntation we seek to accornplish this without the removal of infor-
mation and with as little dimiption of the ownill ~tructure of the laput, m ÿi ih le .
This constrained adjustment ptesenres as far as possible the original mental mode1 of tbc 3D structure on thc part of thc user.
in Section 3.2.1 we tnated the object of internt itseielf as the murce b r the 3 0 extensions of our traditional 2D layout adjustment aigorithm. If, inatead, we deûne
the aight-iine Ecom the Mewpoint to tbe ohject of interest as the source of the trans-
formation function, then we can use a similar method to move objects away b m the
line of sight, mther than jwt away h m the object of intemt.
Figure 3.1 illustrates a 2D msmct ion of this mechruiim in operation. Fig-
tire 3.l(a) shows the original configuration of the information layout, the object of
interest (001) near the middie d the layout and the viewpoint (VP) at the Iower right. Thc sight-linc co~ccts thc 001 to thc VP. Figurc 3.l(b) shows thc displace
ment vec.t01~ genmted by the transformation function for the points lging on or near
the line of si&. Distance of each point is measured to the nearest point on the lise of
Figure 3.1: Operation of linear ORT in crosssection. Focal point and viewpoint dehe the line of Q h t thtaugh the structure (a). Diatmce of other elementa to line of ~igbt determines direction of displacement (b). The length of vectors in (b) will form the input into the function which detemines the magnitude of the multing displacernent vectors. Final transfonned layout pmducea clear line of sight from viewpint to focal point (c) .
sight. In determining these distances we also determine a d'iection vector, from the
uearest point on the line of sight ta the point l e h g adjusted. Points are nioveci in the
direction of these vectors. The length of the direction vectors forms the input to the
transformation function. The resdt of this Eunction is used to determine the degree of displacement for a point. Points closest to the Iine of sight are moved the furthest,
and points originally lying further away are moved in successively smaller increments.
Eventually a smooth transition is n d e to points wk& were far eriougli away as to
be undectd hy the tdormat ion . Figure 3.l(c) is the final configuration multing from the application of the transformation fuoction to the layout.
We will sutmequently d e r to operatoni such as this as Occlusion Reducing 'hns
formations of the visual representation, or OKï's. The dect of an ORT is to provide
a cieu line of sright, or v W wxw, to an object or mgion of i n ~ t within a 3D
visual representation by adjusting the layout. The application of multiple O m s may
be composed on a representation by combining the e&ts of the individual OMS on
the elements of the reptesentation.
We wiii refer to the @ t h e of cui ORT iui the munie of the function. ûther
definitions of the source are paaible as we will see in Section 3.3. The source of the
OilT ia the location which alementa of the mpmntation will mow away fmm ai the
ORT is applied. if we have a series of ORT operators O..n then a weighted average of
the effect of each ORTi can be employed where the iduence auother OW, (j # i) on
a point decrpm JM the distance of the point to the munie of ORTi dec~aws . Thin means tbat for points where this distance is O the duence of the other OEn;. is also O. Since the OOI h r ORTi defines one end of the aght-he for it will he at distance O
fiom the source of ORII;. We may also employ a simple average of the etléct of each O W i on an element, for d l i = O..n, as we do in the folluwing exampla.
Figure 3.2: Increlllling degree of appliclrtion of two OnIY to mal two abjects of interest (highlighted here with dsrLer color) in a 3D graph layout.
Figure 3.2 illustrates the progressive, simultaneous, application of two OKi's to a
3D graph in order to reveal two objecta of interest (blue), one neac the h n t of the
h q ~ u t , the second nearly crt the bock (as yeen from the current viewpoint). k a w
the viewpoint is an integral component in its mnst~ction, the 0#r remaim orient&
proprly and continues to pmvide occliinion reduction iw the viewpoint is m d .
Figure 3.3 illustrates the rotation of this repteaentation without the application of
O E s to rcvcal thc two focal points. Figun! 3.4 shows thc samc scqucncc of motion
with the O K b in place.
Figure 3.3: Rotation of the 3D p p h to illustrate the occilusion of t m objecta of internt (nocles highlightd with darlrer calor). A clerrr vkw of even the nemr of the two in the structure is availahle from only a limiteri range of viewpoints.
Figure 3.4: The sanie tliree viewpointa and same two ohjects of interest (now high- lightd end increased in male for emphasis) with the application of OWs. Even the node at the fsr side of the graph is visible thmugh the ai@-line-clearing d e c t of the om.
In table 3.2 we retum to the examples of the sunple extension of the orthogonal
atretch, nonlinear orthogonal and nonlinear radiai aigorithm to 3D repmntationrr.
The f i row of table 3.2 shows the sarne 3 figures as the first three columnri of row
two in table 3.1. The hottom row in table 3.2 iHustnrtes the &ect of an OFK' on the
Orth. Non-Linear
Tahle 3.2: The effect of dding the effect of an OR!ï to the 3D extensions of some common 2D layout adjustment schemes for deteil-in-context viewing. In the first row of images we see the simple extension of the approaches to 3D: the central focai point is even more occluded than before the tayout adjustment in most cases. The second row adch the operabion of an QEtT to clear the Line of sigbt riom the viewpoint to the focal point.
layout, providing visual wm to the previously occluded nodes of interest.
The sightline is the simplest primitive we can empioy to produce an effective ORT. Likewise the nearest-point measurement in Euclidean spam is the simplest distance me8suremend. In order to laEilitate the description of a wider range of ORT operators we wii i ~~IWtruct a k d ~wrdinritt! *km (CS) for ewh OKï. The mation of a
I d ORT mrdiaate ey~tem ~~ two vectoin and a point in three riirneriniIr~lfi h m which we cm derive the porrition and orientation of the ORT CS relative to the mrld CS.
U'c will cal1 thc location of thc objcct of intcrcst asaaciatcd wit h an ORT thc focal point (FP). We wiil use this end of the Yight-line cur the location of the of the
Om CS. The direction from the focal point to the vkwpoint wii i form one of the
hro vectors needed in order to orient the QRT CS. For the moud vector we will u ~ e
the UP vector in the vie-, or camera, coordinate system. midy this direction
iri pmitive y, < O, 1,Q > or "upn in the world CS. In oder for the ORT CS to be
properly defineci we must ensure that the vectors VP-FP and UP are not parallel.
Figure 3.5: Annotated hramework of diagrams illustrating the relative shape of a selection of ORT functions. On the left (a) the OEtT Coordinate System (CS) z& is digned with the World CS 2-ais, on the right (h) the camera position (VRP) h a heen r n d and the OKT CS is ce-orieuted to track the change.
With these elementa we can construct a coordinate system that is cented on
the focd point, with the positive a axia oriented towads the viewpoint. By this
construction the x = O plane of the OKï CS contains the UP vector from the world CS. A rotation of the OKï CS amund the ~ght-üne i~ a simple matter of mtating the
C'P vector m u d the W-FP -or in the world CS and using this rotated vector in
the constmction of the OlYT CS. Figure 3.5 illustrates the codguration of the 0Ri' CS, World CS and viewpoint, or camera CS.
3.3 Distortion Space
In order to determine the effect of sn OR!ï' on a layout we trsnsform e d point p,
(2, y, z), into the OKI' CS via an affine transformation. This yields a new coordinate
p', (x', y', 2') in the OrYT CS. If the value of z' is greater than O then the point is
somewhere between the object of interest and the viewpoint. In this case the distance
iai m e d in the zy plane of the ORT CS only, which meammi the dbtantr! of the
paint to the sight-line. If the value of z' is leta than zero then the point b further
away h m the viewpint than the abject of intemt.
The advantage of the ORT CS is that the description of more complex distributions
of O W s is grcatly simplificd. Any transformation that will pmducc a mluction of
the dement demity dong the positive z tuch of the ORIT CS wiil rrchieve the desiml d t of occlusion reduction.
Thun frrr we have m n one dintrihution of &placements that we ciln cbiuacterize
as having a lineac-source and being tnuicated. This ORT operates relative to eight-
linc, thc z axis in thc ORT CS, and its distribution is truncatcd on thc far sidc of the
object of i n t m t h m the viewpint. ThiR producien the a cylindricd region of effeet
where the far end of the cylinder h m the viewpoint blends into a hemispherical cap.
In addition to such a linear-source function we may also desccihe an OKï that is
derived relative to either the y = O or x = O plane of the ORT CS. Each of these
plenes contai118 the z axis of the C)nr and therefore displacements of points away from t h e p lam wiii d u c e occlusion almg the sight-line M well as rrcmrn the plane.
It is ahm posRible to apply a transformation relative to di of the carciinal axes ar
planes of the OFKï CS in the same manner as they may have k e n C ~ P S ~ N C ~ ~ relative
ta thc cardinai axes of thc World CS (Figun! 3.6). If dcfincd rclativc to tbc OR!ï CS the deformationu will remciin ciligneci to the VRP.
k c a t i n g the distribution at the t = O plane is only one possible distribution of dinplacement throiigh the depth of the OM' CS. We may a h continue with the
constant application of the OKT dong the z-axki of the OIYT CS , or linearly scde
thc application of thc ORT so that it falls from it's maximum at thc ncar sidc of
the information layout to zero at the origin of the 0#r CS, or at the back of the
C W T E R 3. METHQD
Figure 3.6: Schematic of orthogonal stretch ORT. Distance of points is measured to oearest of the 3 planes passing through the focal point.
Figure 3.7: Linear extrusion through z a x i ~ of the functions desdbing the operation of a detail-in-context layout Nustment scheme. The Gaussian curve f (2) = e-l0-O2
forms t h hasis.
information layout. In figure 3.7 we see the Gaussian basis functioii extmded in a, in ôpm 3.8 the d e m of the function is scded to aero at the far end of the space.
If the O W is defined as having a plane source, then elements of the representation
will be pushed away h m this plane by the action of the OW. In this case the
distribution of the OitT ïunction acnws the plane, perpendicular to the z-exis of the
OKï CS, may also be modi6ed by a shaping function. This hinction controls the degree of application of the ORT in order to spatially condrain the transformation
CHAPTER 3. METHOD
O
Figurc 3.8: Thc samc graphs now illustrating thc cffcct of lincarly scaüng thc appli-
(b) Addition d Shaping I%iction
Figure 3.9: A secondary shaping function applied to the horizontal plane-relative OKï. Scaling in z is constant but the addition of the sbaping c m can be used to constrain the extent of the plane-relative function in x.
and thereby presem more of the original layout. These shaping bctions may be any
curvc that modulatcs thc dcgrcc of thc OKi' h m a wcight of O, no cffcct, to 1, thc originul eftect without shuping functioa. Figure 3.9 illubtrata the effect of a GuuÉElian
shaping function on an OKï defined relative to the y = O plane. The extent in width of the shaping fiinction may he a4jnsted independent of the degree of the OIM'.
Figure 3.10: Distance meariiirement according to the Lp metric in thwdimenirions.
As wit h the use of alternative distance metrics to achieve different distributions of
layout adjust ment in 2 D + 20 transformations, nieaaurement of distance accordhg
to diffmnt metria in 3D may be applied with a nimilar eflecit. For imtcuicc, we may
elect to measure distance with an Lp, rather tban Euclidean distance metric. The
conversion of a Mimensionel point to measurement with the Lp met& is shown in equation 3.1. If the profile of the ORT is computed with an Lp distance metric where
p = 1, then the ORT will have a dimond-shaped ratber than round appearance.
Inweming the value of the parameter p well beyonci 2 will shape the opening in a
progressively more squareci-off manner (Figure 3.10).
The use of a Super-Quadric distance metnc for modeling with implicit surfaces
was explorecl hy Tigges et al. in [102]. The conversion of Euclidean distance to Super-
Quadric distance is shown in equation 3.2, where the w and ns parameters- control the
Yhape of the qw't:. In determining &lrncr! kom s WWF, vwying these pliririmeters
pmvides independent contnil of the front-tt-hack and crm+wxtional pro6lct of the
shape of the basic ORT fiuiction (Figure 3.3.
To summarize, in the description of an OFYT operator we may d&e the basis function for thc transformation, thc sourcc of thc function, thc pmfilc of thc ORT
Table 3.3: The SuperQuadric distance metric allows separate speciîication of the w and eu shaping prumeten ta achieve a wider range of pmible met* spaces.
1 Parameter II Possible Values 1 1 hasis 1 linear, gaussian, hemisphere, hemisphere, cosine, 1
source
sbaping curve II constant, gaussian, linear, etc. varying (O..l) divtance metric Il Euclidean. LD (VI. Su~er-Quadric (ns.ewl
uscr-dcfincd O 5 j (z ) L 1 linear, plantu (horizontal, vertical or mtated hy u degrees),
z distribution
- - - -
Table 3.4: Parameters available in the definition of OH' operators.
cardinal axes, principle plmes constantt tnmcated, linear, short l inm
function dong the z axis of the ORT CS, the application of a shaping c m for
plane-relative OFtTs and the distance metric. We tabulate this parameter space in
table 3.4.
Table 3.6 illustrates some of the rang of such ORT descriptions via simplified
Linear Linear (new VRP1 Planar Planar (new VRP)
Talle 3.5: Some of the syace of OXT speciiications possible by varying the source a d distribution of the operator. The left column illuutrami OR!ïs defind relative to the z-axis of the ORT CS, the right calumn illustrata ORTs defined relative to the y = O and x = O plane of the ORT CS.
schematic diagrams. in each figure the ORT CS, the world CS and the viewpoint (camera CS) are indicated by triples of m. Two orientations of the viewpoint and 0R!ï CS are displayed in the world CS hr each combination of lunction source and distribution. The z axes of the OKï and w d d CS are paraiid on the left of each
image und an oblique viewpoint is shown on the right. The left colmm of the tuble illustrates OilT operators relative to a ünear source and the right column iiiustrates OltTs defined relative to the y = Q or z = 0 plane of the ORT CS.
Chapter 4
Applications
Having established a framework for the description of occlusion reducing transfor-
mations (OR%) of information layouts in 3D, we exmine the particular details of
applying these operators to a number of representations. We fint retum to our defini-
tion of three broaà categories of 3D information representations: discrete, contiguous
and continuous (Figure 4.1).
(a) Discrete (b) Contiguous (c) Cootinuous
Figure 4.1: Three classes of three-dimensional data representations
Discrete information tayouts include node and edge structures or 3D scatter-plot
layouts. These may be 3D graph layouts, or rnolecular models in the "bal1 and stick"
format. Rcprcscntations of this clam werc characterizcd as being spatially ordcced
CHAPTER 4. APPLICATIONS 63
where adjacency in the stmcture is illustrated by connections, such as edges, rather
than physical adjacency of the components.
The second category we defineci, contiguous information representations, included
3D models, ônite element sets, CAD data and so on. In these representations not
only was spatial ordering important but so was the physical properties of adjacency
and containment. ïkansformations of these representation involves consideration of
these properties, as the translation of components through each other dcfeats thc
presentation of the objects as 3D physical models.
The last class we defined included representations of datasets that were essentially
continuous in nature. That is the data rnay have beeen truly continuous, as the prod-
uct of 3D parametnc equations producing a volumetric function, or may have been
such 6nely discretiued datasets as to appear continuous, such as voluruetric meùical
imaging, geophysical or fluid-dynamics data. These datasets were generally rendered
with methods belonging to the field of volume rendering and present a specific chal-
lenge in dealing with their large sizes.
Throughout thc balonce of this chapter we examine the application of occlusion
rducing transformations to represeutatior*i belonging to e u h of these tliree b r d
categories.
4.1 Discrete Data Representations
Our k t class of 3D representations, discrete, is in some situations the class least
susceptible to the effects of occlusion in a 3D layout. In relatively sparse represen-
tations the likelihood of data elernents being arranged in such a manner as to result
in occlusion from any particular viewpoint is relatively low. There are a number of
situations though in which the likelihood of occlusion becomes an issue. Increasing
the number of discrete data elements in a particular layout increases the likelihood
that information elements will be laid out in such a manner as to cause an occlusion
situation frorn any particular viewpoint.
Local density variations causes clustering in regions even of smaüer discrcte Lay-
outs. This phenornenon and the use of local scale adjustment to improve the situation
CHGPTER 4. APPLICATIONS 64
is presented in [59]. In this system multidimensional data sets are represented as 3D
scatter plots agoinst axes represcnting a three-dimensionai frame of the nimensional
data. A straightfomd extension of Nonlinear rnagniiication fields from 2D to 3D
is applied in order to increase the apparent size of local clusters of data and thus
enhance the visibility of the spatial characteristics of the data.
4.1.1 Regular 3D Graphs Structures
In applying OWs to discrete information layouts we first use the example of a g3
element 3D grid-graph, as seen in figure 4.2. The regular spatial structure of this
graph lends itself to illustrating the effect of layout adjustment, as well as providing
a relatively dense, if uniform, distribution.
Figure 4.2: The original layout of the 9 x 9 x 9 3D grid-graph
The 3D lattice graph in this application has simple connectivity relationships
between nodes and theu nearest neighbors in x, y and z. The edges of the graph
are rendered to represent these relationships. We apply the turutable metaphor to
interaction of the viewer in this system and the viewpoint will normally be found
outside the bounds of the graph. For a structure of g3 nodes, a node in the center is
CHAPTER 4. APPLICATIONS 65
Likely to be occluded by nodes in 4 otber layers regardless of the choice of viewpoint.
(a) Data-aligned (b) Viewer-aligned
Figure 4.3: The orthogonal stcctch slg0ntb.m aligncd to the principle planes of the data layout spacc (a) and aligned to the viewer as an O W operator (b).
In these examples we color the nodes of the graph with a scale that ranges from
light grey to blue. The degree of the change to blue being proportional to the displace-
ment a node has undergone from its onginal location. This colonng has the effect of
illustrating some of the shape and distribution of the ORT operator through the cep
resentation. As discussed in Section 3.3 a wide range of combinations of ORT function
sources and distributions are possible. In figure 4.3(a) we see an orthogonal-stretch
layout adjustment algorithm applied to the g3 graph as we saw in table 3.1. Again the
central node is the object of interest but here the remaining nodes of the graph are
colored to illustrate the displacement t hey have expecienced. In figure 4.3(b) the same
fiinction is applied as an OKï operator, and now remains aligneci to the viewpoint.
In figure 4.4 we present an ORT that is definecl relative to the sight-line co~ec t ing
the object of interest to the viewpoint. In this instance the object of interest (001) is
the central node in the g3 graph and the distribution of the ORT has been truncated
at the position of the 001. The shape of this function is similar to that illustrated
schematically in the topleft image of table 3.5.
If the sight-line is extended through the node of interest then the ORT results in
a clear si&-line which isolates the node against the background, we see this result in
CHAPTER 4. APPLICATlONS
Figure 4.4: The 3D grid-graph witb the central node specified as the object of interest. An ORT has b e n applied to reduce occlusion. Color of the remaining nodes in the graph represent the degree to which they have b e n displaced by the ORT. The darkest nodes have been movcd the ma t .
figure 4.5(a). If the visual clutter of nodes behind the object of interest had interfered
with its examination t hen this pattern of layout adjustment distribution may be useful.
The shape of this functiou is similiu to that of the left image of row two in table 3.5.
Other possibilities include a tapered cone-like distribution of the ORT function
which is seen in figure 4.5(b). The shape of this operator is illustrated in the image
on the left side of row four in table 3.5 will be of more interest in the application areas
wiil discuss later in this chapter.
Choosing a plane containing the sight-line as the source of the displacement func-
tion provides a means of interactively cutting-into the stmcture and having this %ut"
follow the sight-line as the viewpoint is moved around the structure. The simple&
two cases of this form of ORT are vertically and horizontally positioned planes which
produce vertical or horizontal cuts into the representation respectively (Figure 4.6(a)).
Here the truncated or tiipered distributions tue particuiarly effective, creating a book-
like opening in the representation (Figure 4.6(b)). This method provides good visi-
bility in the spatial neighborhood of the object of interest, more so within the plane
CHAPTER 4. APPLICATIONS
(a) Constant (b) Linear i r i n g
Figure 4.5: Examples of constant and linear scaling of the application of the ORT dong the z axis of the OnT coordinate system. The constant scaling isolates the object of interest against an empty background while the linear scaling looks very similar to the line segment relative application.
than perpendicular to it. These images provide examples of the shapes of OlYTs seen
in the images on the right side of rows two and three of table 3.5 respectively.
4.1.2 General3D Node and Edge Structures
Rather than generate a set of more randomly manged 3D graphs, we will use a ready-
made set of examples Ecom chemistry. Bal1 and stick models of molecular structures
are a cornmon means of representing the chemicai compounds, an example of such
a structure is the cdeine molecule in figure 4.7. In many respects these structures
are similar to 3D graphs, excepth that here the length of edges tends to be shorter
and the number of &es incident on a node is limited by the bonding properties of
the atom. That said, these models are used to represent complex structures where
the geometry of the layout is potentially more pertinent to the interpretation of the
CHAPTER 4. APPLICATIONS
U
(a) Constant
Figure 4.6: ORT functions applied relative to a horizontal plane through the object of interest. Objects within the plane remain in plane while those above and below are displaced. In (a) the operator is data-axis relative, and does not track changes in the viewpoint. The operator in (b) is viewpoint aligned.
representation than in abstract layouts of 3D graphs.
As a relatively simple initial example we will deal with a rnodel of the chemical
composition of caffcinc (Figure 4.8). This molccule consists of only 24 atoms and
25 chemicd bonds, so occlusion is not a particular problem here. This allows us to
discuss the effects of the application of ORTs to this domain of representations. We
will then see the application of an ORT to a substantially more cornplex chemical
compound.
In these examples we represent the atoms as colored spheres. For example here
we see carbon atoms represented as dark grey spheres, hydrogen as white, oxygen
as red and nitrogen as blue. We select as our object of interest one of the oxygen
atoms and apply a sight-line relative 0RT function. We truncate the ORT at the
depth of the 001 so as not to disturb the layout of atoms on the far side. Now as the
CHAPTER 4. APPLICATIONS
Figure 4.7: Caffeine Molecule: Ca HiaN40z
Figure 4.8: Lviovcrnent of the vicwpoint around the cdeinc molcculc without the application of any ORT functions.
viewpoint rnoves around the structure the other atoms are gently deflected away from
the sight-linc and retum to their original positions as the sight-line passes by. This
effect is illustrated by cornparhg the sequcnces of images in figure 4.8 with those in
figure 4.9. In figure 4.8 the atom of interest is highlighted. Without the application
of an ORT this atom is occluded as the viewpoint is rotated about the structure. In
figure 4.9 with the application of an OR2 the atom of interest remains visible.
There is a choice to be made hem; whether or not to distort the edges representing
the the bonds between the atoms. The relevant trade-offs are between the i n c r e d
CHAPTER 4. APPLICATIONS
Figure 4.9: The oxygen atom indicated in (a) is selected as the atom of interest for a linear-source ORT. The same mwement of the viewpoint is performed around the caffeine molecule and this atom remains visible as other atoms are deflected away from sight-line.
cost of rendering edges as a piece-wise linear approximations of the curveâ paths which
they take through the ORT influenced space, and the detrimental effect straight edges
may have when they are not subject to the effect of the ORï. The immunity of the
cdgm from the ORT detracts from the effect of the OKï on the reprcsentation ns
a whole. in the current evample leaving the bonds undistorted means that even if
two atoms are displaced away From the sight-line in opposite directions, the bond
connecting them may remain in place or be rnoved into place, in front of the object of
interest. This may introduce a mal1 amount of occlusion, but it may create a great
deal of visual clutter in front of the object of interest.
As a more complex example we use the molecuiar structure of the vitamin B12
(C63H88C~N14014P). Here we select at random a particular oxygen atom as the object
of interest. In figure 4.10 we apply an ORT, increasing the degree of application over
severai frarnes. We use the same locaily constrained sight-line relative distort ion
function as in the previous example. The Detailed views in figure 4.11 provide a
clearer picture of the effect of this distortion on the local layout.
Other possibilities within this domain include the selection of chernical substnic-
tures as objects of interest rather than individual atoms. For example a benzene ring
CHAPTER 4. APPLICATIONS
Figure 4.10: Sequence illustrating the application of a linear-source ORT to the struc- ture of vitarnin B12. The Oxygen atom selected as an atom of interest is in the region indicated by the overlay box.
Figure 4.11: A detail view of the region indicated by the overlay box in the previous figure. The result of the successive application of a linear-source ORT to the (initially hidden) Oxygen atom is iilustrated.
may form a structure of interest that would be cleared of occluding elements and re-
main undistorted as it's local neighborhood and relationship to the overall structure
is studid.
More complex representations of moiecular stmctures and particdarly proteins
are common in the biochemistry. Protein structures form comple.u spatial folding
CHAPTER 4. APPLICATIONS 72
arrangements, the intncacies of which are of particular interest in the function pr*
teins during biological processes. The convoluted structures of are often represented
visually as cibbons that illustrate the winding, twisting and folding of the rnolecular
chab which comprises a protein. These representations are often dense and involve
considerable occlusion issues. An interesting future area of work would be to apply
ORTs to the interactive investigation of these more complex visual representations.
4.1.3 Hierarchical 3D Graph Structures
(a)
Figure 4.12: A selected leaf-node in a cone tree layout of a directory stnicture is indicated by the overlay in (a). This node is brought to the front through concentcic rotations of the cone tree structure; (b) through (d)
Moving away from the biosciences and back to the realm of the information sciences
we can explore the application of ORTs to one more fom of 3D grnph layout, cone
trees, These structures provide a means of creating a 3D layout of a hiecarchical
information set. In a typical implementation of cone trees, specifying a node of interest
within the structure leads to the structure being adjusted nutomatically such that the
node of interest is rototed to the front-and-center position, as seen in figure 4.12. This
works well in the case of a single object of interest but the mechanism does not readily
extend to provide a means of dealing with two, arbitrarily specified, objects of interest.
If an additional step is taken in the interaction scenario then we can use OKïs
to support interaction with multiple nodes of interest with the cone tree h e w o r k .
CHAPTER 4. APPLICATZONS 73
One are for the application of cone trees is the display of directory and file structures.
If, in this case, a user is searching for a particular version of a file within the layout
a scan of the file system may yield several potential candidates. With single focus
operation each of the files produceù as a result of the search must be exarnined in
a sequential manner. With the addition of multiple ORTs, each providing occlusion
reduction for one of the search results, a multi-focal3D detail-and-context oveniew
is possible. This display facilitates the addition of more detailed information (file
date, path, author ...) to each result (either simultaneously if there are relatively few
resuits or as the user hovers the cursor if there are too many results for simultaneous
display).
Figure 4.13: Two leaf-nodes, labelled a and b in (a) are selected sirnultanmusly. Application of two ORT operators irnproves the visibility of these nodes without explicitly rotating one or the other to the front; (b) and (c).
Once the multiple objects of interest are defined navigation of the viewpoint is
possible whilc the objccts rernain visible, as illustratcd in figure 4.14. This is an
inherent property of each OR' incorporating the curent viewpoint. We see t his h m
a secondary viewpoint in figure 4.15.
Figure 4.14: Once ORT operators are attacheci to nodes a and b, in (a), these nodes remain visible during movement of the viewpoint; (b) and (c).
Figure 4.15: The area of influence and viewpoint alignment of the ORT operators in the previous sequence, as seen from a secondary viewpoint. The OFtT operators remain aligned to the primary viewpoint as it is moved around the cone tree.
4.1.4 3D Desktop Environment
Our final example for the application of ORïs in discrete information spaces is a
3D-desktopstyle environment, seen in figure 4.16. To demonstrate this application
we have implemented a prototype of such an environment on a Personal Cornputer
running the Microsoft Widows operating system. As the prototype initializes it
"grabs" images of each applications currently ninning on the users' desktop. These
Figure 4.16: 3D Desktop environment
images are attached to polygonal surfaces within the 3Daesktop environment in which
the user is able to navigate by movement of the viewpoint with a turntable metaphor.
Within this environment the user can arrange the 3D windows by dragging them, as
illustrateci in figure 4.17. A single window may aiso be brought to the bcal position,
immcdiatcly in front of the viewcr, where it nppears at the sarne scalc as it would on
the users desktop.
Users cannot currently interact with the applications in this environment; tbat
would repuire the construction of an operating system level redimtion mechanism as
was describeci in the Task Gallery system [go]. Three is also no means of interacting
with the operating system; either to launch new applications or terminate those al-
ready running. In any case the development of this prototype was an effort to explore
the application of ORT operaton within such an environment, rather than the cre- ation of a fulIy-functional 3D-deshop system. Interactions within the environment
are restricted to the arrangcmcnt of windows in three dimensions and navigation of
the viewpoint.
After a user selects a window, either by clicking on it once or: when no window is
c m n t l y selected, by hovering the mouse aver it. that window becornes rnarkeà as an
Figure 4.17: As the selected window is pushed back through a cluster of windows in the 3D desktop environment the cluster is disperseci in order to prevent occlusion of the selected window.
object of interest. Once a window is mwked as an 0 0 1 an ORT function is applicd to
resolve any potential occlusion situations. In figure 4.17 the selected window is being
pushed to the back of the scene. This results in the sight-line moving through the
cluster of un-selected windows and the effect of the ORT is to move these windows
away from the neighborhood of the sight-line. Figure 4.18 shows the second and third
images of the previous sequence, as well as annotations to indicate the effect of the
O R moving windows away from their original locations. New ORTs are introduced
over a number of frames, producing a smoot h transition between the previous state of
the layout and the new layout. If a selection results in the t r a d e r from one object of
interest to a second then the original ORT is removed in a similar manncr, producing
a cross-fade between the two states of the layout. Were the layout to "jump" between
states the task of tracking changes in the layout would detract from the principle task
of interaction with the desktop environment.
Once a window has been selected as a focus by clicking on it, it remains the object
of interest until it is de-selected, either by clicking on another window of clicking
over "empty" space which de-selects al1 windows. As long as a window is selected it
rernains un-occluded as the user navigates through the space or changes the position of
CHAPTER 4. APPLICATIONS 7 7
Figure 4.18: Annotated images from the previous squence iHustrating the initial position (boxes) and movement (arrows) of the selected (solid line) and other (broken line) windows.
the window. As the user drags the selected window behind another group of windows
they are temporarily "pushed" off of the sight-line by the influence of the OKï as
seen in the sequence of images in figure 4.19.
The effect of using OMS on windows in such a 3D environment bears a strong
resemblance to the use of "Page Avoidance Behavior" in the Data Mountain (881 and
Task Gaiiery systems 1901 which we describeci in Section 2.5.3.
The actual distribution of layout adjustment in Data Mountain is determineci
differently from that with OELTs, witb each element of the layout in Data Mountain
seeking to maintain a minimum separation distance from al1 other elements in order to
avoid situations of occlusion. However the effect of maving a page through a cluster
of other elements which avoid it is similar to the effect produced by attaching an
O W to an element and repeating the scenario. We endeavor to convey the effect
of this action in figure 4.20. Here the setected page is moved ftom point a to point
CHAPTER 4. APPLICATIONS 78
Figure 4.19: As the selected window is moved from its initial position in the upper left of the view the cluster of other windows which it passes in front of lue dispersed by the action of the ORT attached to the selected window.
b dong the indicated vector in figure 4.20(a). The neacby windows are deflected
away from their initial positions as the selected window passes by, returning to their
initial positions after the selected window has passed. The clusters of arrows indicate
the sequence of deflection vectors generated over tirne as the selected window moves
through the sccne. The darker arrows are carlier in the sequencc, the Iighter arrows
later. Figure 4.20(b) illustrates the deflected positions of windows midway through
the movemcnt of the selected window.
4.2 Contiguous Data Representations
Our second classification of information representations in three-dimensions we termed
contiguous data representations. We characterized these representations as having
stronger adjacency and containment relationships than the discrete data representa-
tions we have just examined. Examples of contiguous data representations are 3D
modeb or p i assemblies in Computer Aided Drafting. Other examples would in-
clude surface data derived from wlurnetric data sets, such as medical irnaging data,
fluid dpamics, atmospheric or geophysical data.
CHAPTER 4. APPLICATIONS
Figure 4.20: Annotation of two frames From the previous sequence. As the selected window moves fmrn position a to position b the remaining windows are deflected by the action of the ORT. The m o w clusters in (a) indicate the progression of deflection vectors for the remaining windows. Early to late vectors in the resulting motion are shaded hom dark to lighter grey. On the rigbt (b) illustrates the state of the layout at the midpoint of the sequence. Initial ( p y boxcs) and final ( b l d boxcs) positions of the windows arc indicatcd as wcll as thcir multing displacemcnts (arrows)
In such dotasetu the layout is compriseci of mnponents which wili have physi-
cal relationships that may inciude containment or adjacency. ln the application of
ORTs to these tepresentations it may be necesaary to take t h e relationships into
account. This may mean anirnating components of a parts assembly through a partial
disasscmbly scquence beforc the parts corne under the inîiuence of the displacement
of the ORT. While requiring a somewhat more complex mode1 description, including
some information about the assemblage of parts, including containment relatiouships,
which parts must be removed before others are free to move and so on, the appli-
cation of OWs provides a means of creating an interactive assembly diagram. In
CHAPTER 4. APPLIC.4TIONS 80
such a systern other elements of the mode1 would disassemble themselves in order to
provide clear visual access to a component of interest. As the viewpoint is moved
component groups would disassemble and move out of the way then ressemble EU
necessary to provide occlusion-free views of the component of interest. increasing and
decreasing the magnitude of the Oms would also have the &ect of the assembly mm-
ing apart and reassembling itself. Previous work on a related system was presented
in [78]. In this systcm a rnock-up of a tisheye viewing system for assembly diagcams
was describeci. While including a level of detail function there was no support for a change in viewpoint. While we have not yet implemented such a system it remains
a ptomising application area for future work. To date we have only investigated the
application of OEtTs to dealing with simpler 3D models, lacking complex containment
and interconuection relationsbips between coniponents.
4.2.1 3D Models
We have implemented two systems which apply ORTs to component-based data. The
first system is geared towards 3D modcls consistiag of differcnt parts and WC use a rnodel of the skeletal structure of the human foot by woy of example. The second
system applies ORTs to surface data derived via the Marching-Cubes algorithm (see
appendix B) and demonstrates the use of ORTs to cut through components, or byers,
of this data to reveal underlying elements. These objects of interest are excepted frorn
the effect of the O W displaccments.
In Our fint system we apply ORTs to the examination of bones in the skeletal model
of a human hot, as seen in figure 4.21. This model does not bave any containment
relationships and the system as implemented is not sufficientty sophisticated to deal pmperly with models that would require disassembly sequences to deal with such
relationships.
By returning to our analysifi of detail-in-context views mated via 3D perspective
distortion, we can take the rnagnification producing aspects of transformations to p m
duce scaling of the components in 3D models. We will refer to these transformations
as Magnification f mducing Transformations (MPTs) and explore t hem in more detail
CHAPTER 4. APPLICATIONS
Figure 4.21: The skeletal model of the foot used in the following example. This model contains 26 separate components and 4204 triartgular faces.
shortly.
Applying a combination of ORTs and MPTs we can achieve results similar to
the transformations presenteù in the Zoom nlustrator [83]. Zoom illustrator was de-
signed and implemented as a 3D interactive medical illustration system. This system
incorporated a data-relative detail-in-context rnagnification capability derived from
the continuous zoom algorithm 132, 41 as a means of emphasizing particular compo-
nents. For instance if the first metatarsal bone is the current focus of attention then
other bones around it are xded and displaced in order to provide sufiicient space
to increase the scale of the bone of interest. These techniques are desccibed by the
authors as being similar to those applied in traditional 2D medical illustration.
By adding viewpoint-aligned O W s to the model we c m select a particular com-
poncnt of interest and reveal it via the action of the OW. We see this illustrated in
the sequence of images in figure 4.22. As the viewer navigates around the model, al1
of the remaining cornponents are dynamically deflected off of the sight-line. In this
manner a clear vies of the selected component is maintained as seen in figure fig-
ure 4.23. Figure 4.24 shows the model h m the same squence of viewpoints without
CHAPTER 4. APPLICATIONS 82
Figure 4.22: The extenial cuneiform bone (circled in (a) and highlighted in ail images) is selected as the focus and an ORT opcrator is i d to displace the rernaining 25 bones away €mm the sight-line.
Figure 4.23: Again the extemal cuneiform is the object of interest and remains visible in this scque11ce as the viewpoint rnoves around the model.
the addition of ORTs. Attention emphasis through scaling may be applied in conjunction with the occlu-
sion reduction of ORT operators. ln a mannec similar to Zoom iîlustrator we increase
the s a l e of the component of interest and displace, rather than d e , the remain-
ing components in ocder to provide d c i e n t room for the increase in scale of the
CHAPTER 4. APPLICATIONS 83
Figure 4.24: Again the external cuneifonn is the object of interest and remains visible in this sequence as the viewpoint moves around the model.
component of interest. WC illustrate this combination of actions in figure 4.25.
There are two potential mecbanisms to achieve this scaling. We may elect to scale
components in place, simply adjusting the local scaling factor as each component is
rendered at its original position. Alternatively we may elect to employ the effect of
perspective distortion to achieve scaling, using what we have previousiy termed a mag-
nification producing transformation (MW). In this technique components are moved
towards the viewpoint dong the sight-line through their geometric center in order to
ma& the component. We can also move components away frorn the viewpoint in
order to cornpress or minifSi them. We illustrate the operation of an MPT operator on
the modcl of the foot as scen from a secondary viewpoint in figure 4.26. Hcre WC sec
the model and a representation of the perspective viewing mistum. In figure 4.26(1>)
the focal component and those nearest it are moved towards the principle viewpoint
producing rnagnification. The degree of magnification depends on the ratio of original
and final positions relative to the z-axis of the camera coordinate system as outlined
in figure 4.27.
While substantially diierent in mechanian from in place scaling, the MPT method
prodiices similar resul ts once perspective projection has been applied. Figures 4.28(a)
and 4.28(b) show the skeletal model of the foot in two orientations with no ORTs
CHAPTER 4. APPLICATIONS
(a) N*Scaling (b) Scaiing for Emphasis
Figure 4.25: In (a) no scaling is applied, the effect of the O W is simply to displace components and reduce occlusion. In (b) we have subsequently scaled components ac- cording to their geometric distance bom the object of interest, the external cuneiform bone.
applied. In figures 4.30(a) and 4.30(a) both an ORT and a MPT are aùded to
provide occlusion reduction and perspective based scaling of the navicular bone. The
images in figures 4.31(a) and 4.31(bj demonstrate the same degree of displacement
and scaling, but here the scaling is produced by in place component scaling. From the
principle viewpoint in the perspective projection system there is no apparent motion
of the components in an MPT as they are constrained to move back and forth along
the vector of their original sight-line.
The m o d significant difference between the resulting images, produced by in-place
or MPT scaling are in cases where adjacent magnifiecl components begin to intersect
each other as seen in the detaiied view, figure 4.32(a). With a MPT, components are
separated in depth such intersections are resolved by the magnified components being
rendered in front of the compressed or less magnified elements. Partial occlusion of
the smaller elements in the overlapping areas is the result as we see in figure 4.32(b).
C W T E R 4. APPLICATIONS
(a) Perspective Viewing h s t u m (b) Mapificatian via Displacement
Figure 4.26: Figure (a) illustrates the basic configuration of the perspective viewing volume and 3D model. Spheres indicate the location of the viewpoint, the view refer- ence point and the point rnidway between. Components of the model are translated dong their individual lines of sight in (b) to produce magnification via perspective projection.
The application of hlPTs in conjunction with depth-enhancing stereo vision s u p
port, whether via multiple screens in a head mounted display or more sirnpIy by
rendering the scene as a red-blue 3D maglyph leads to interesting perceptual cf-
fects. The more magnified objects now appear not only larger but cioeer than the less
magnified components. The efficacy of this approach for producing magni6cation in
conjunction with stereo viewing as well as an investigation of the perceptual effects
incurred provides an array of topics for future study.
Figure 4.27: The effect of decreasing the distance d from the viewpoint on projected scde in perspective projection. Final scale varies as the inverse of the change in distance.
Figure 4.28: Side (a) and front (b) vicws of the foot mode1 with the navicular bone seltxted as an object of interest and highlighteâ. No distortion or magaification bas been applid and the bone cemains al1 but completely occluded in these two views.
4.2.2 Isosurface Set Data
-4 second part of our class of contiguous representations includes isomirfaces derived
from wlumetric data. This information is often generated by an algorithm such as
CHAPTER 4. APPLICATIONS
Figure 4.29: Side (a) and front (b) views of the foot nidel with the riavicular bone selected as an object of interest and highlighted. Distortion only hrrs beeo applied to the layout of the rnodel, with no scaling for emphasis.
Yarching Cubes 1701. In mnny ciws thme surface extraction algorithms are applicd
successively to a data set in order to extract surfaces corresponding to the boundaries
of various different components. They may dso be used to extract surfaces from
several, spatially coincident, sets of data.
In medicd imaging for example, several passes may be made to derive separate
sets of surface data for bone, muscle, brain and tumor in a diagnostic cronial MRI scan. Figures 4.33 and 4.34 illustrate a selection of images from a diagnostic MRI scan and an aswciated lesion-mask, as well as the corresponding isosurfaces of skin, brain and lesion derived via application of the Marchiog Cubes [70] algorithm.
In dealing with this concentnc Iayer occlusion there is no way to disassemble the
components in order to provide clcar visual access to the interior features. The most
common appmaches to providing access to the interior elements of su& structures
are through the use of transparency, component removal or cutting planes. As we
have discussed earlier each of these approaches has some undesirable effects, either in
mmplicating the perception of the distinct surfaces or in that they remove considerable
quantities of information h m the display. Applying a rnodified, discontinuous, OElT
CHAPTER 4. APPLICATIONS 88
Figure 4.30: The navicular bone is selected as an object of interest and an ORT is applied to reduce occlusion. Simultaneously a small degree of masnification has been applied to emphasize the navicular bone and its ncighborhood. Magnification herc is produccd through perspective transformation and as a rcsult the navicular is rendercd in front of othcr boues that may have still resulted in partial occlusion.
to the layers which occlude a component layer of interest in such a display rnakes it possible to produce a viewpoint depeudent clear visual patti to the region of interest.
A discontinuous ORï operates on the representation at level below that of discrete
components or layers, acting on the individual polygons (triangles) that comprise these
surfaces. ïkangles are transformeci into the local coordinate system of the ORT and
the resulting, displaccd, locations of its vertices are determined. Discontinuous OiCs
are so far limited to planerelative functions. Triangles wbich span the source plane
of the function may be split into components entirely on one side or tbe other and
re-triangiilated, leading to a clean cut surface. Other less cornputationally complex
solutions inciude moving the triangle to the side already containing the majority of
vertices, or leaving the plane-spanning triangles out of the final image aitogether.
For example, a linearly-tapered vertical-planerelative ORT is applied to a repre-
sentation deriwd h m a diagnostic MRI scan of a Multiple Sclerosis patient and a
volumetric rnap of lesions. Figure 4.35 illustrates the composition of the 3 layew from
figure 4.34 rendered parti& transparency in order ta make the intemal layers visible.
CHAPTER 4. APPLICATIONS
Figure 4.31: The same two views O€ the human foot with the navicular bone as an object of interest in the layout. Hem maguification is produced via in-place scaling of the individual componcnts. The most apparent different is that in (b) the interior cunciform bone now partiaily occludcs the navicular.
Figure 4.36 illustrates the sequential application of an ORT to reveal the lesion layer,
pushing bnck the outer brain and skin layers and providing an occlusion-frce view of
a portion of the lesion mask. This deformation will riutometically follow the viewer
as the viewpoint is manipulated to examine the data from a different angle. In these
images the simplest approach to dealing with plane-spanning triangles was taken and
they are not rendered in the final image.
4.3 Continuous Data Representations
Often a volumetric data set will be amorphous and la& clear surface boundaries to
extract via methods such as marching cubes. Io these cases direct volume rendering
(DVR) algorithms are the preferred approach. There are a wide range of DVR meth-
ods. These algorithms fall into three major categories based on the method in which
they traverse the object to be rendered; image order, object order, or a hybrid of the
two.
CHtlPTER 4. APPLICATIONS
(a) in-Place Scaling (b) Perspective Scaling
Figure 4.32: A detail view of the area just in front of the navicular bone with in-place scaling (a) and perspective scaling (b). The intersection of the externai cuneiform and thc third metatarsal in (a) is resolved in (b) by the relative displacement of the cornponents in depth.
Image order DVR methods include re-projection, and ray tracing of the volume. In ce-projection voxel value are averaged along paraifel rays from each pixel in the view-
ing plane. The resul ting image resernbles an X-cay. Source-attenuation re- projection
assips a source strength and attenuation coefficient to each voxel and allowed for
obscuring of more distant voxels [96]. Reprojection is a simple case of ray casting
while applying a SLiM operator.
Ray casting of the volume involves performing an image order traversal of the
pixels in the images plane. Rays are cast from the viewpoint through each pixel and
through the volume (Figure 2.1), the opacities and shaded intensities encountered are
summed to determine the finai opacity and color of the pixel. Rays continue to traverse
the volume until the opacity encountered by the ray sums to uni& or the ray exits
the volume. When a ray intersects a cell between gxid points an interpolation may be
performed to 6nd the value at the intersection point (Figure 2.2). Ray casting, while
CPU intensive, produces high quality images of the entire data set, not just surfaces
as in surface fitting aigorithm such as marching cubes.
CHAPTER 4. APPLICATIONS 91
(a) Proton-Density Layer (b) T2 Layer (c) Lesion Mask
Figure 4.33: Example source images for the generation of Mmhing Cubes decived surfaces of MRI data.
-
(a) Proton-Density Layer (b) T2 hyer
1
(c) Lesion Mask
Figure 4.34: Three separate surfaces h m diagnostic MRi data of Multiple-Sclerosis (MS) lesions. Proton-Density layers (a) reveal outer surfaces such as the skin, T2 layers (b) reveal neural tissue (brain and eyes), while the lesion mask (c) indicates location of MS lesions. These three data sets are used in the demonstration of the application of an ORT to volumetric data visualization.
Ray casting of volumes was first developed as a visible surface algorithm buy
Tuy and Tuy [106]. The first multi-valued volumes were ray-traced by Blinn in [IO]
as a means of rendering participatory media. This technique was later extended
CHAPTER 4. APPL?CATIOlVS
Figure 4.35: Composite 4.35 is rendered as slightly transparent in order to make spatial organization apparent.
Figure 4.36: Sequence illustrating the application of an ORT to isosurface data. The lesion mask iayer (green) is not affected by the xaled and truncated planar deforma- tion and is revealed as the outer layers are cut and pushed back.
and applied to scientific information and generd 3 D textures by Kajiya, Kay and
Von Herzen [54, 561. Lewy in [Ml presented a uethod that computed the partial
occupancy of a voxel by diierent materials and deriveci the color and opacity from
the various contributions.
CHAPTER 4. APPLICATIONS 93
Object order DVR methods are characterized as processing the scene in order of
the elements of the data set, rather than pixel by pixel (Figure 2.3). The cuberille
rendering Jgonthm [47] is a straightforward mapping of vaxels to six-sided polyhedra
(cubes). Hidden surfaces are normally removed when rendering with a z-buffer dg*
rithm [24] but it is also possible to determine a traversal order that yields the correct
visible surfaces since a volume is so strongly spatially sorted. These orderings such
as front-teback (421, back-to-front [37, 421 and octrcc based approaches 1751 al1 yield
a performance benefit. The blocky appearance of cuberille rendered images cm be
improved by shading the cubes according to gradient information rather tban their
geometry.
Splatting [117, 118) is an object order approach that operates by building up an
image of the volume in the projection plane. The process is often likened to building
up a picture by dropping appropriately colored snowballs representing the projection
of each voxel. When the snowball hits the plane it splats and spreads the contribution
of the voxel over an area.
We will examine the application of ORTs to two methods of object order volume
rendering which utilize 2 and 3D texture mapping, as well as the blending clipabilities
in OpenGLTiM to approximate the process of DVR. The first method we will examine
is fast-splatting (291.
4.3.1 Fast-Splat Rendering
Fast Splatting is an object order approach in which each voxel of data is rendered in
place as a small quad (4-sided polygon) which is colored by the volume data. A normal
derived from the gradient of the volume across that voxel may also be associateci with
the quad and used in hardware based illumination calculations. The quad used to
represent the vmel is further modified by using a dpha-texture map that performs
the function of the blending kernel in traditional splatting.
The resulting colored and alpha-mapped quad is rendered into the OpenGL frame-
buffer in much the same way as a traditional splat contributes to the final image. The
correct performance of this algorithm depends on the volume being traversed fiom
Figure 4.37: UNC head data set rendered via fast-splatting
back to front . Simply determining the axis of the data most parailel to the view-
direction and rendering planes perpendicular to that back to front means that the
planes and the rendered quadrangles which comprise them are now within 45degrees
of perpendicular to the viewpoint. Figure 4.37 illustrates a data set of a human head,
wi th the top and back of the cranium removcd to revcal the ou tcr surface of the brain,
rendered with the fast-splatting approach.
tn order to apply an ORT to the data the location of the voxels are transformeci
into the space of the 0 W CS. A translation vector is determined and applied to
vary the final, rendered, position of the individual quadrangles. Effects similar to the
discontinuous OWs d i s c d in Section 4.2.2 are achieved with the application of
linearly attenuated planerelative displacement functiona (similar to the l m r right
images in table 3.5). Such an application is illustrateci on the CT data of a human
skull in figure 4.38. These functions have the effect of pmducing a "cut-into and
retractn incision into the interior of the volume. The cxtcnt of thc incision can be
lirnited or rnodified by a shaping function to achieve a more constrained effect as
discussed earlier in Section 3.3.
The reasan for the use of plane relative incisions hem rather than simply employing
CHAPTER 4. APPLICATIONS 95
Figure 4.38: The application of a vertical-plane-source ORT to CT data of a human skull rendered via fast splatting. Observe the increase in brigbtness at the edge of the ORT-indiiced split. This is the result of splat primitives overlapping.
sight-line as we often did with more discrete forms of data, is that the "real-world"
meaning of a point incision, stretched out large enough to provide any interna1 visual
access is difficult to establish. The interior, or bounding, surface of a line-relative
incision would be formed by the intcrscction of a single ray with thc volumc data
and not reveal rnuch meminfil visuai infonnation. Conversely, the application of a
plane-relative displacement function produces incisions which have interior surfaces
produced by the intersection of the source plane and the volume data. These cut
surfaces carry much more useful infonnation and provide a virtual approximation of
a red-world incision.
Examples of the application of such ORTs to volumetric data rendered with the
fast-splatting algorithm are seen in the following figures. Figure 4.39(a) is an image
of an ORT applied to the UNC head data set. In the next image (Figure 4.39(b)) the
representation is rotateci without updating the viewpoint of the ORT in order to hi&-
light the shape of the interaction of the O W with the representation. Figures 4.40(a)
and 4.40(b) are again view aligned and o f k t images of another ORT, in tbis case
the extent of the function acrm the plane is truncated as well as scaling it linearly in
CHAPTER 4. APPLICATIONS
(a) View-Alignerl
- I I
(b) Secondary Viewpoint
Figure 4-39: .4 horizontal-plane ORT applied to the UNC Head data set. In (a) the OFlT is alignecl to the viewpoint. In (b) we have moved the viewpoint independent of the O W (disabled automatic tracking of the viewpoint) in order to illustrate the Iinear scaling of the application of the ORT in view-aligned depth. The ORT is scaled in depth kom the front of the representation to the depth of the region of interest.
depth to produce the wedge effect. In figure 4.41 we apply an OKï to the full-color
Visible Humm femde data set.
There are some visual effects that the simple transformation of the splat-producing
quadranglcs produccs ris they are rendcrcd. As quadrarigles are "pushed aside" to
make an incision into the representlrtion they have a tendeucy to pile-up and overlap
more than they did in the original data layout. The effect of this increasing overlap
is that in these regions there are additional contributions to the compositing process
achieved with the OpenGL blending mechanism. This results in increased intensity
of the color of the volume data in thcse regions. Figurc 4.38(a) illustrates a CT data
set of a skull rendered with the fast-splatting algorithm. Figures 4.38(b) and 4.38(c)
demonstrate the application of a constrained, plane-relative OEtT and rnakes apparent
the resulting brightening of the surfaces at the edge of the cut. Anisotropic scaling of
the quadrangles in the regions of compression around the OR?' could be applied to
reduce or eliminate this effect.
CHAPTER 4. APPLICATIONS
(a) View-Aügncd
-
(b) Secondary Viewpoint
Figure 4.40: The same data set and orientation of views. Here a sbaping curve has b e n added to control the extent of the ORT operator across the horiaontal plane.
4.3.2 3D TextureBased Rendering
The advent of high speed texture mapping hardware hes made the application of
tbis technology practicai for use as a method of direct volume rendering. Previous
approacties used some hardware-assisteci Gouraud-shading methods [97, ûû] by calcu-
lating projections of volume regions and then treating them as polygons in (coherent
projection).
The possibüity of using the rendering hardware of the Silicon Graphics hc. Reality
Eagine is raisecl by Akely in [Il. Subsequently a number of papers were prcsented in
rapid succession which al1 a p p r d e d this problem in sirnilar manuers [31, 43, 131.
Cullip and Neuman outline two approaches, described as object-space and image-
space [NI, Guan and Lipes examine the issues concerning hardware [43], and Cabral,
Cam and Foran describe the use of texture mapping hardware to accelerate Radon
transformations [13].
Wilson, Van Gelder and Wilhelms [120] examine the application of graphics li-
b r l (OpenGLT") routines to automate the procm of performing texture space
CHAPTER 4. APPLICATIONS 98
(a) initial (b) View-Aligneci (c) Secondary Viewpoint
Figure 4.41: The Visible Human Female data set with a plane-relative OR! applied. Here the ORT scaled in depth from the front to back of the data set, rather than from the front to the region of interest.
Figure 4.42: Relation of siice domain to volume data domain.
transformations and setting clipping planes. They employ a bounding region of tex-
ture sarnpling planes of a size sufficient to accommodate the texture data volume in
any orientation as in figure 4.42. Wilson et al. then use the Texture Transformation
Matrix and the 6 hardware clipping planes of the Reality Engine to render only the
parts of these planes that are witbin the volume for a given orientation. The use of
the hardware clipping planes has the advantage of reducing the size of the planes that
are rendered. It is the pixel-fil1 rate that greatly slows dowu the process of rendering
CHAPTER 4. APPLICATIONS
in this situation.
Data is initidy convertcd into a 3D texture map with a one-the application of
a transfer function to determine the red green and blue values as well as the opacity.
Color and opacity are stored in a 3D texture map. The texture map is applied to
many parallel polygonal planes, each plane sampling a slice through the texture, The
texture coordinates are specified for the corners of the planes and the texture mapping
hardware intcrpolates the texture coordinates across the plane in three-dimensions.
(a) Object Axis Aligned
Figurc 4.43: Two basic approachcs to the alignrncnt of siices in 3D-Texturc hardware accelerated volume rendering.
There are two means of relating the polygons to the 3D texture, the data volume.
Either the texture planes may be aligned with the principle axes of the data and
move (rotate/translate) with the data (Figure 4.43(a)), or the planes may remain
aligned parallel to the projection plane and the texture coordinates alone m d
(translated/rotate) in ordcr to view the data from a Oifferent position (Figure 4.43(b)).
In general more parallel planes sampling the 3D texture will result in a higher quality
image and l e s planes yields higher rendering speeds.
The advantage of this method is that once al1 of the data has been downloaded into
CHAPTER 4. APPLICATIONS 100
to texture memory and the polygons transformed the graphics hardware is capable
of performing al1 of the slicc rendering and the composition of the images. The
disadvantages are the restriction to rectilinear volumes and the relatively small texture
sizes that can be accommodateci in texture memory at one time. The process of
bricking (breaking the volume up into smaller texture regions and then loading them
into texture RAM and rendering them sequentially) permits the use of this technique
to render larger volurncs and also providcs a method of optimizing the rcndering
process, by constructing bricking layouts that eliminate regions of the original data
set that are cmpty, these regioos are then not rendered and no time is Iost in computing
the texture coordinates and cornpositing in rendered pixels where no volume elements
are present.
Silicon Graphics Inc. has also developeù a library of supporting routines to fa-
cilitate the application of this technique with the OpenGLTM graphics library'. The
OpenGLTM Volumizer API extends the OpenGL set of primitives to include points,
lines, triangles and now tetras (tetrahedrons). Five tetrahedrons form a minimal
tcssellation of a cube and tetrahcdrons are able to tcsscllatc any 3D shapc. Thus in
order to render any arbitMnly defined region of 3D volume data the volume rendering
pipeline need only be able to render the tetrahedral primitive.
Mechanism
In order to provide a means of producing ORTs which result in the apparent ciitting
into actions we saw in Section 4.3.1 we must provide a division of the tcxturc snmpling
surfaces which provides additional vertices in the regions where displacements will
occur. Our initial approach here was to find a method of fitting a mesh to a function
that described the shape of the displacement function.
The method for anisotropic mesh generation presented in [Il] provides a means of
producing a tessellation of the plane that 6ts the geometry of the triangulation to a
space defined by the Hessian of the function. The Hessian is the matrix of the second
'OpenGLTM version 1.2 dl contain 3D texture coordinate generation as a core part of the API, in 1.1 it is available only on machines supporting the 3D textures as an extension.
CHAPTER 4. APPLICATIONS
Figure 4.44: 2D Gaussian Function j(r) = e-10~o+2-io.oy'
Figure 4.45: Hessian of 2D Gaussian Function f (x) = e-'0.022-'0~0~3
partial differentials of a function. For instance the Hessian of the threedimensional
gaussian function f (x) = e-'O-Od-LO.O? ,figure 4.44, is presented in figure 4.45. Using
the met hods presented in [12] we were able to generate meshes which provide a region
of increased detail around a point of interest and conform ta the shape of the Hessian
of a gaussian function centered at that point, as in 6gure figure 4.46.
The method of rendering volumes using 3D texture mapping hardware will opti-
mally see the texture sampling planes rotated to remain perpendicular to the view
direction. We c m use this fact to our advantage in the generation of ORTs with this
method. If we create a single tesseliated mesh which provides the desired geometrical
Figure 4.46: Anisotropic mesh aligned to Hessian of Gaussian function.
(a) Object-Axis Aligneci (b) Sigbtliie Aligned
Figure 4.47: Sampling planes aligned to data space axk (a) or centered on sight-line (b)
detail for manipulation of the volume, rather than simply lining al1 of these planes
up, centering them on the view direction vector through the volume, we cau instead
position the planes so that t h y are centered on the sight-line througti our point of interest. We see these two alternatives in Ggure 4.47.
CHAPTER 4. APPLICATIONS 103
Another interesting optimization is possible here that was not possible in the
prcvious method of applying OWs to fast-splatted volumetric data. Li we dcterminc
tbe maximum deformation of one plane by the O W , from this we can derive the state
of ail of the remaining texture sampling planes. The state of any plane can be derived
by interpolating between the state of the initial plane and the maximally deformeci
plane to the appropriate state. In this manner we may produce functions that are
constant, tmncatcd or tapeced with varying dcpth in the ORT coordinatc system, al1
from the state of two texture sampling planes.
Figure 4.48: Configuration of tessellatcd plane and hidden texture surface used in demonstrating stretch approach to ORT application.
As with the fast splatting method of rendering volumes, here too the application
of a linear-source function is questionable. The first issue arises around introducing
a symmetric hole into the tessellated surface and the sutsequent remangement of
texture coordinates to accommodate the hole as it grows. Again the result wouid be
a tube, the inncr boundary of which wouid simply be the series of voxels that a given
ray intersecteci on its path through the volume. This would convey little meaningful
information. One possibility solution we have explored is what we term the colored
balloon approach to introducing a hole into the tessellated surface. In this case tri-
angles whose edges are stretched by the deformation have their contribution to the
CHAPTER 4. APPLICATIONS 104
Figure 4-49: Progressive application of deformation and resulting transparency effect. -4s triangles are stretched they are made progressively less opaque. The result is that in the area of the deformation the background layer becomes visible.
Figure 4.50: Detail view illustrating the transition of opacity values at the boundary of the deformation which results in the blurry appearance.
composition operation reduced by decreasing their alpha proportionaily. Thus trian-
gles that are stretched become increasingly transparent. To illustrate this mechanism
we set up a tessellated plane in front of a background image as seen in figure 4.48.
The result of decreasing the aipha of the sttetched triangles in the mesh is illustrated
in figure 4.49 with the edges in the mesh rendered and in figure 4.50 with the edges
removed. The most significant problems with this method are that it results in an
inner boundary to the distortion which is fuzzy and indistinct and that it results in
the removal of some information from the display. If information removal was deemed
acceptable then the trimming of the tessellation to produce a hole would result in
CHAPTER 4. APPLICATIONS 105
clearer imaging of the interior boundacy of the deformation and the result would be
something like a CSG operation removing a subvolume of data h m the final im-
age. This would still have the tidvantage that the removed regions would track the
viewpoint as the representation is manipulated and the regions of interest are moved within the volume.
Rather than deal with a linear-source deformation we will concentrate naw on
the application of planorelative deformations of the volume data set. As with fast-
splatting these deformations produce the appearance of an incision into and retraction
of material in the representation. No data is removed in this manner it is merely
pushed aside in order to produce interior visual access aligned to the current viewpoint.
Figure 4.51: The initial configuration of the slice sarnpling mesh. Iliangulation den- sity is increased in the inside corner where OW displacements will occur. This min- Unizes the extent of linear interpolation of texture coordinates.
Moving from a linear-source to a plane-source we can modify the way in which we
arrange the texture sampling planes, replacing each single plane with four quarter-
planes. These four planes covering the four quarters of the original plane. We wiU
dso change the tesvellation pattern to provide increased geometrical detail in the
inner corner of the quarter-plane which will be adjacent to the line of sigbt through
the region of interest in this revised scheme. We see this configuration in figure 4.3.2.
Al1 of the benefits of reduced computation of deformations remain true for the
use of quarter planes. In fact computation of vertex deformations now need only be
CHAPTER 4. APPLICATIONS
Figure 4.52: Introduction of a semi-circular deformation of the texture wnpling mesh by deforming vertices along the y axis.
Figure 4.53: Mirroring the single deformed texture sarnple plane allows the creation of a closed empty region in the middle of the plane.
performed for the maximum deformation of one quarter plane, the remaining three
being rendered by reflection of the first quadrant as we seen in figure 4.53. Texture
sampling coordinates are dso determineci for only one plane and the remaining three
planes obtain the correct texture coordinates by manipulation of the OpenGLTM
texture coordinate transformation mat r i . . This use of geometrical transformations
allows for the generation of an entùe slice from a mesh cavering only one quadrant.
As described in Section 3.3 we have the capabilil of modi lng the profile of the
ORT in depth and in the plane perpendicdar to the view direction. This dlows us
to produce an ORT that is spatially constrained across the field of view and using
a hernispherical profile as a shaping envelope produce ORTs that resemble incision
CIWPTER 4. APPLICATIONS 107
and retraction operatioas on the volume data. We illustrate this in figures 4.52(a)
through 4.52(6). The inner boundary of the OFlT surface is formed by the intersection
of the ORT source plane with the volume data. The use of quartered texture sampling
planes means that there is a pre-defined break in the geornetry at the location of
this intersection and this obviates the complexity of dynamically re-triangulating the
texture sampling planes.
Figure 4.54: OpenGL clipping planes are used to trim the texture planes to the boundaries of the volume presentation space
Having devetoped a method for the construction of suitable geometrical sampling
surfaces it is necessary to integrate these polygonal primitives with the 3D texture
data in order to produce the votume rendered image. A point of interest may be
located an-where withii the bounds of the volume data, and the volume data rnay be
oriented arbitruily with respect to the viewer. Our method of ceritering the texture
sampling planes on the line of sight from the viewer and through the point of interest
means that the sampling planes must be scaled sufkiently large enough to encompass
the data volume in the most extreme combinations of point of interest position and
orientation. This means a point of interest in one corner of the data and an orientation
of the data with rotations of 45 degrees in two axes to the viewer, such that a vertex
of the data volume points towards the viewer. In this configuration the projection
of the data volume is maximized in width, height and depth. The dimension of a
single tarture sampüng plane mud then be the maximum diagonal across the data
set, and the stack of texture sampling planes must span that same distance in depth.
CHAPTER 4. APPLICATIONS 10s
In generai this means that a large portion of the area of each texture sampling plane
fdIs outside of the buundaries of the data volume. Rather than wasting computational
effort perfoming pixel-fiIl operations in these areas we apply clipping planes (rotateci
appropriately to account for the orientation of the viewer and data volume) to trim
the stack of sampling plana ta the bounds of the data volume in a manner similar to
that employed in [120]. Figure 4.54 illustrates the clipping of the tasellatecl texture
sarnpiing planes and thcir rotation perpendicular to the vicwer. In figure 4.54(d) we see the addition of the effect of an ORT function to the planes.
Figure 4.55: Progrssive application of ORT to produce a horizontal, shaped, opening in a singb plane in a volumetric representation.
Figure 4.56: Progressive application of ORT to produce a vertical, shaped, opening in a single plane in a volumetric representation.
CHAPTER 4. APPLICATIONS
Figure 4.57: Increasing the width of the shaping function to enlarge the horizontal ORT in a single slice of a volumetric data set.
Figure 4.58: Texture transformation matrix is manipulated so that as the intenec- tion of the sampling planes is moved across the presentation space the texture space remains stationary.
The texture coordinates for each of vertex in a given texture sampling plane are
computed b a d on the position and orientation of the plane within the data volume.
These coordinates are determined for the vertices in their original, un-deformeci, con-
figuration. These same coordinates are used in the application of texture to the de-
formai planes resulting from the application of nn ORT operator. The result is that
the data from the original position of the vertex is pulled to the deformeci position.
Rather than explicitly deforming each of the volume data elements as with fast splat-
ting we are able to achieve an interpolateci result between the vertices of each element
of the triangular mesh. Appropriate application of ORT operators and modification of
CHAPTER 4. APPLICATIONS 110
the texture transformation matrices allows for the creation of horizontal (Figure 4.55)
or verticai (Figure 4.56) boundcd (Figure 4.57) or unbounded planerelative incisions
into the volume data. Mhermore the movement of the point of interest is accom-
plished by the movement of the textureci plane and the munter translation of the
texture coordinates, maintainhg the volume data position(Figure 4.58).
Figure 4.59: The Visible Human Male data set rendered via 3D-texture slicing.
We will illustrate the effect of ORT functions on the head of the Visible Human
male data set, shown in its initial state in figure 4.59. Examples of the application
of a bounded, linearly-truncated, plane-relative ORT are shown in figures 4.60(a)
and 4.60(b). In figures 4.61(a) through 4.61(c) the head is rotated in place while a
honzontai ORT function provides visual access to an area behind and between the
eyes.
The next set of examples employ the UNC head data set; figures 4.62(a) through
4.62(c) illustrate the application of an ORT to the UNC head data set. In an oblique
presentation (Figure 4.62(a)) both a verticdy aligneci and horizontally aligned ORT are demonstrated. Arbitrary orientations between horizontal could be obtained by
CHAPTER 4. APPLICATIONS
Figure 4.60: The application of a horizontal ORT to the Visible Human Male data set. The point of interest is behind the left eye and the effect of the ORT is to reveal two cut-surfaces aligned to the viewpoint witbout the removal of data.
Figure 4.61: A more centrally located point of interest is specified in the Visible Human Male data set and the viewpoint is moved around the head fiom the front to the left side.
rotating the up vector used in the construction of the ORT coordinate system and
rotating the texture sarnpling planes around the sightiiie to accommodate the new
configuration.
CHAPTER 4. APPLXATIONS
Figure 4.62: The UNC Head CT data set with vertically and horizontally aligned ORT tùnctions applied to reved cut surfaces aligned to the current viewpoint.
Of course the method we have d e d b e d here applies only to a single region of
interest in the volume representation and corresponding ORT. Having a single ORT source means that we can arrange the texture sampling planes dong that source by
shearing their positions to center them ou the sight-line through the point of interest.
To extend the system and to provide support for multiple regions of interest and ORTs we must abandon some of the efficiencies we have employed. Since the location of
the intersection of multiple OWs with each successive texture sarnpling plane would
diverge as we moved away €tom the viewer, we can not employ a single tessellation of
these planes that provides additional geometrical detail in specifically the tight places
in d l planes. Rather a compromise solution of sufficient detail thmughout the plain
would be desirable. Each of these planes would have to by dynarnically intersected by
the ORT source planes and cut and ce-triangulated at the line of intersection. While a
gceat deai more computation is required at run time such a system remains plausible
as an area of future work. Interestingly the fast-splatting method requires no such
extension to account for multiple ORTs, since it is essentially a very dense example
of the same methods that are applied to render discrete models.
4.3.3 Temporally Sequential 2D Information
Another source of 3D information is the change in a 2D information layout through
time. A 3D layout of such information is possible when temporal sequence is employcd
as one of the spatial axes in a manner similar to that demonstrated in [3]. Figure 4.63 is
an example of such 2D-over-time data arranged to form a 3D cube. We have employed
this method in the Tardis system [21] for the display and exploration of spatie
temporal landscape data generated by the SELES (Spatiaily Explicit Landscape Event
Simulator) engine [Ml.
Figure 4.63: Arrangement of spatio-temporal data as a bdimensional cube by using a spatial mis to represent time.
One of the metaphors employed in Tardis for interaction with such 2D-over-time
information is that of a fiipbook. The data is presented as a cube, where 2 axes
represent space and the third time. By cracking the cube open perpendicular to
one of these axes two interior faces are reveaied, representing adjacent slices through
the data. We see the result of such an operation in figure 4.64. if the cube is split
perpendicular to the temporal axis then the faces display the state of two spatial
dimensions across a step in time at the position of the split. If the cube is split across
one of the spatial axes then the changes dong a line across the landscape through
tirne are revealed.
An operator derived fiom the ORT can be applied to the interaction of a user
with this display metaphor in order to maintain the visibility of the open pages of the
CHAPTER 4. APPLICATIONS
Figure 4.64: A block of spaticAempora1 landscape data and an OIYI: operator applied to reveal the state of tbe landscape at an instant in time.
book. The application of an ORT nieluis that each of the two faces will rernain visible
to from the Mewpoint during manipulation of the split position or navigation of the
viewpoint as we see in figure 4.65. Adjusting the position of the opening reveals a new
point in tirne or space, while the viewpoint may be repositioned in order to obtain a
clearer view of one face by orienting it perpendicular to the viewer.
Figure 4.65: Positioning a split in a data-cube (left), applying an 0FtT operator to reveal two internai faces (middle left), repositioning the viewpoint to obtain a more perpendicular view of the right face (middle right) and finally selecting a new point in at which to position the split.
CHAPTER 4. APPLICATIONS 115
The ORT operator takes into account the position and orientation of the data
cube, the opening in the cube, and the position of the viewpoint. We modify the
OM' so that the splitting plane across the cube foms the source of the OM' operator,
regardless of the relative position of the viewpoint. A line €rom the intersection of
this plane with the far side of the datacube to the viewer becomes a tool for the
determination of the degree to which to apply the ORT function. If the viewpoint
lies on the plane splitting the cube a relatively small degree of distortion reveals the
two inner faces of the split. If the viewpoint lies away tiom the splitting plane then
the degree of the ORT function is increased such that this sightline lies between the
two open face.
I
Figure 4.66: Operation of the book mode OFtT with the hardcover appearance.
Two modes of operation are possible in this book-like configuration of an OR'.
We identify these modes with their similarity to manner in which hard- and softcover
books behave. In operating as a saftcouer bwk the two sections of the cube formed
by the split are sheared away €rom the viewpoint and the near faces of these halva
may become compressed, the far face of tbe cube remaias plaoar. In operating IM a
hardcouer book the two sections of the cube are rotated about the intersection of the
splitting plane with the far side of the cube as seen in figure 4.66. In this case the two
sections are not sheared, their near faces do not cornpress and the far face is broken
into two acrm the bend.
CHAPTER 4. APPLICATIONS 116
in each mode the relative sizes of the two sections produced by the split provides
information about the relative position within the dataset in a manner that is familiar
to us h m our experiences with physical books. Animating the tuming of pages as
the position of the split is adjusted rnay also be employed to further support the book
metaphor. Browsing through such a structure by moving the splitting plane supports
tasks such as examining the structural changes in a landscape over time.
4.4 Discussion
This work presents a new framework with which to describe transformations on a data layout. The effect of these transformations on a layout is distinct from a change
of the layout itself. Supporting the perception of these transformations as such will
be an important aspect in their effective application.
As with 2D layout adjustment approaches, an understanding of the effect these
operators have on a structure can be supported in a nurnber of ways. If the structure
is initially very rcgular (for cxample the 93939 grid graph in section 4.1.1) then the
effect of the ORT on the layout is readily apparent, even in a single still image. If
the structure of the data is more random (for example one of the molecular models
in section 4.1.2) then the eflect of the adjustment performed by the ORT may not
be so readily apparent. In these situations the addition of a secondary, more regular,
structure to the presentation may aid in the perception of the distinct effect of the
ORT. In section 4.1.2 we àid not deflect the patb of the bonds in the molecular models.
Bending these otherwise straight edges under the influence of the O W also provides
some additional clues as to the role of the layout adjustment operator on the original
structure.
ORT operators support constraineû layout adjustrnents which leave substantial
parts of the original data layout intact. Further properties such as color, scale and
orientation of components remain invariant under the effect of an ORT. Other prop
erties of groups of components such as mplauarity rnay not be preserved, although
maintenance of orthogonal ordering is supporteci.
CHAPTER 4. APPLICATIONS 117
Comprehension of these distorted layouts may be supported by a number of dif-
ferent mechanisms and properties of the distortions themselves. As in 3DPS these
distortions support both the concepts of reversibility and revertability as describeci
by Piaget [al]. Revertability is the understanding that two states are related and that
one can effect manipulations to move Eram one to the other and back while reversibil-
ity is the idea that two states are in some way quivalent. The ability to move between
the original and distorted states of the the layout is an important aspect in supporthg
understanding through these mechanisms. The fact that the adjustment of the layout
is spatially constrained and that as the viewpoint rnoves different regions enter and
exit the area of this influence hirther supports the perception of revertability.
This ability to move the viewpoint or re-orient the layout leads to the generation
of motion fields through the movement of individual features of the structure. The
interaction of the ORT with the initial layout overlays a second set of motion vec-
tors. These additional motion cues sumund the area of interest but do not affect
the actual object of interest, at the source of the OW. This isolation of the focal
objcct in a secondary motion field may serve to further emphasize the location of the
object of interest. An important m a of future work will be to conduct studies of
the fundamental aspects of perception and cornprehension in interacting with these
operaton.
Chapter 5
Conclusion
The application of 3D mmputer graphies to information presentation is a field that
continues to evolve and diverge rapicüy. We have examineci the field of detail-in-
context àisplays for 2D information repmentations, and their extension to 3D infor-
mation spaces. We saw that tbese techniques do not deal directly with the problem of
ocvliuiion of objectsi of intemt which occurs in 3D representationu. We have ah ~ e e n
that pmviou approaches ta reducing mcluaion in 3D do not produce detail-in-context
mults. We have pretmted a layout Rdjiintment a p p m h ta creating 3D detail-in-
context views, derived from 2D oriented techniques, but accounting for the unique
challcngcs of 3D. Since the concepts in this m r k w m fini pmnted in [27] we have wen mlated
reaults in the work of a nurnber ofother mearchers; notabiy dimntinuous ray deflec- tom [62], and page amidance [MJ. Wile differing in t h i r undnrlying mwhanism, these techniques mk to produce similar results to thoee we have seea ia t h appli-
cation of our own ORTs to volumc data and 3D documcnt spaccs. What WC havc
accomplished heir! is ta mnstruct a h e w o r k within with we c m d d h e the oper-
ation of OKïs as well as related systems.
5.1 Contribution
Tbr! mmt pjgniiicant concept we hope to have brought famard iri the comideration
of the sight-line of an object of interest in creating 3D detail-in-context views. The
phenornenon of occlusion p m ~ n t s a challenge specific to 3D repmentations. In order
for detail-in-context tools to be truly dective in dealing with 3D repreaentations
occlwion of the obj- of inter- mu& be dealt with. We believe that out solution,
the maintenance of cl= sight-linm ta the abject of inhwit through operators which
are inhemntly viewer-aligned in their description i~ a mlrition that provides an novel
and elegant approach, which extends readily to application m088 a wide range of
application domains and rcprcscntation stylcs.
Future Work
This work repreeents a beginning. There remah significant challenges and opportu-
nitics for thc future. Somc of thc most significant challcngcs involvc thc crcation of
intuitive user interiam for ys~ytem employing ORTY in vianiirlizing and interacting
with 3D representations. If this can be accomplished it will facilitate the study of
the U.W of thme operatorci in 31) interaction, and bopefiilly point t o d s the use of
ORT-like mechanisms in many areas of 3D visualization.
Our carlicr work in thc crcation of dctaii-in-contcxt vicwing twls for 2D data prc-
sented signi6cant challenges in developing meaningful metaphorci for direct interaction
of users with such piiable s u r h . While moving a lens around an information space hy clicking-and-dragging is intuitive, affordances for specification and adjustment of
other parametas of therre lenses (degree of magnification, f d and contextual extent,
lem shape adjutment) cemain open problems.
The challenge^ of providing dordances for the pif icat ion and adjiuitmeat of
OM' operators through direct manipulation iri an equally chdenging problem. Pmgrerin
in this a n a wii i he necessary in order to move us to a point where we can begin an indcpth cxarnination of thc interactions of uscrs with opcrators such as thcsc. WC
takr! encouragement h m the apparent yuccetréi of related toolv such as the page iivoid-
ance aspect of Data Mountain, and hope that experience will be repeated in testing of OKîs with even mare complicated qmtems mich as vnlumetric repme~trrtiom and
3D models.
The use of ORT operators in volume visualizatiou applicatious, esyetially d i c a l imaging, will rquiie lurther study and dewlopment in mnjunction with the damain
users and experts. It cemains to be seen if users such as radiologista will accept OWs as an alternative to methods such as sequential &ce presentation and traditional
cutting plane operations.
The challenge of opplying OM' operotoru to 3D part^ amemblim remiiinrr an in- triguing m a for mare dewlapment. The probhm of collision detection and the
incluclion af (dis)asnemhly Requence information in madel reprerientatioas ail appear
to be solvable. The end result of an interactive assemMy diagram presents an at-
tractive goal. A similar systcm for thc intcractivc exploration of cornplex protcin structures is equdly intriguing.
5.3 Final Thought
Cyhcrspacc, thc ahstract rcalm of information rcprcscntation within thc computcr, is
a 'lpace where rb&mtions and interactions with information are pornibk i~cluding
those that we could never experience in the %al world". Our exploration of the
space of possibilities results in many methods that are readily comprehensihle, familiar
mappings of real world operations. More abstract, creative, exploratory designs must
continue to point t o d techniques chat art! new and novel in onler that we wey
discover the full potential of this medium.
Appendix A
3D Perception
We indude here an examination of the phenornena contrihuting ta the perception
and understanding of a 3D information representation. The presentation of such a scene may be a single 2D presentation, a projection of the 3D scene, a stereo-pair of
such images, an interactive image or an interactive stereqmb. Single image or single
display stem Li ah pwible with o varie@ of technologies, ranging h m red-blue
lilten to isolate left and right-eye images, or the use of polarizing filterri to pedorm
the w e ta&. The use of LCD-display rnoiuitd lenticidrv lenm to efféct alite
stereoscopic perception is a more ment development in this field, requiring no special glacnscs on the part of thc vicwcr [107]. To datc, howcvcr, most uscrs will havc acccss
only to the mwt basic form of nYud interface with the cornputer through a single
CRI' or LCD display device. in this more specific domain there rernain a number
a l deptb-ciim that enmurage the perception of a single image as that of a 3I-l mene. These features of an image and their role in 3D perception are examined by Kelsey in [Gû]
A.l Perceptual Cues
Occlusion is the phenornenon in 3D information ptesentations that we are moet inter-
ested in M i n g with in this work. Occlusion, or interyosition, in a 3D scene is very
much a reai world phenammon. As such the c a r n t pmntation of vhible d a c e s
APPENDIX A. 30 PERCEPTION 122
is an important element in the culriilt~ction of a 3D pmntation of information in
computer graphies. A wide range of techniques for achieving the correct occlusion re- latiomhip between elementa of a 3D m u e e i s t in cornputes graphim. Ohject-space
techniques such as list-priority aigcsithms siich as depth-sort [79] binary-space par- titioning trees [38] and iuiage s- techniques such as Zbuffering [24] are couimon
in interactive graphim while vkible ~urEscc! niy-tracing i~ mare mmman for phab
realistic rendering. The correct occlusion of more distant objects by nearer one, and
the correct presentation of the visible madaces of ail objects are al1 vital to the per-
ception of a 3D scene as coherent. Occlusion is one of the most important depth cues
a d a b l e in understanding a y c m .
Other c u ~ that play a role in the perception of rr 3D m u e include phencimena
aich as: motion parallax and kinetic depth effect, ahadhg and hadowing, pempm-
tiw distortion and relative size, texture distortion, stem disparity, convergence and
accommodation. Thcsc dcptb cucs have han cbaractcrizcd as primary : having to
do with the phpicd pmceuli of luoking at the scwne (binocular dispcuity, convergence
and accommodation) and 8econdaFy: having to do with the cognitive and p m g -
nitive taks of interpreting an image (perspective, size, tmtiue? shirding, shdow,
motion) (601. These secondary deptb cues are dm teferreci to as pictorial depth cues
as thcy am thc only cucs prcscnt in pictorial imagcs of 3D sccncs.
Motion pnrdax ia the pheoommoo of neet objecb appearing to move more thm
more &distant o b j ~ t s in an image during movement of the observer in the world ( e p
œntnc motion). Kinetic depth effect refers to the phenornenon of otmervers recovering 3D structure of objects that are undergohg rotation when viewed aa only a 2D projec-
t i o ~ As un example if a shadow of an object i~ projected ontu a back-lit screen, and the ohject ia mtated, the o k m r will inbrpret the changing shape of the shadow rrn
due to the change in orientation of tbe object, rather than as a 2D change in the ahape
of the shadow. Even a hasic fllireframe presentation of an object, lacking sh&g or
pcrspcctivc cucs, as in figurc A.l will bc pcrccivcd as a thrclodimcnsional structure if
the user iY able to move either the object or the viewpoint.
Shading of objects refm to the debermination of varying illumination a m t a the
mirface of an ohject anci principaily d s information about the shape of inindidiid
F i Al: Wùefrsme images with no depth information
surfaceri. Shadowing m l t a from one ohject blochg light fmm a directional mum h m falIing on a second ohject. Cast shdowa can he naerl aa a highly effective eue
in rewaling the relative placement of uhjects within a scene. Figure A.2 incorporates
a numbr of pictonal depth cuear including peqmtive projection, ~hirded Mirfrrrm and cast shadows. Wbile surface shading is a feature of the most common graph-
im pmgramming languages, such rn C l p a G ~ ~ ~ , the phenornenon of shaMng is l e s well supported and more difiicult, and computationally expenaive, to implement.
Rcodcring of thc actual boundarics of thc shadow volumc of a componcnt, rathcr
than simply the r d t i n g illumination chan* on other surfaces, hm b e n applied
by Ritter [87] in a rnanner similar to Silk Cursom [122] aa an aid to detemininfi the spatial relationship of individual components.
I
Figurc A.2: Imagc containhg scvcral dcptb cucs.
APPEiVDiX A. 3D PERCEPTION 124
Perspective distortion, through the application of a perspective projection of u
scene, provides an image in which elements of the scene exhibit similar distortions,
perspective foreshortenhg and the convergence of parallel lines, as we experience in
otmewing the real world. Figure A.3 is an example of the type of image commonly
useci to illustrate the effect of perspective on the perceivexi size of objects iii a scene.
Although the cyliidem are different &a in the 2D image the plyrwlcf! of Rtmng
perspective cues in the rest of the scene (the convergiag paralle1 lines one the floor
and d l ) le& us to perceive tbem as b e i i the eame size and their displacement in
deptb accounting for the apparent Mefence in size.
Figure A.3: Perspettive Illusion
The synthetic camera mode1 commoniy employed in computer gaphics lacks the
optical saphistication of the human v i s 4 hardware (the eye). For that matter the
synthetic computer graphics camera lacks the sophistication of even a basic optical
camera. The synthetic camera is parameterized by its position and orientation in
a scene, and hy its geometric field of view and aspect ratia. The geometric field of
view is the visual angle of the scene subtended by the location of the viewpoint in
the scene, looking in the direction of the view reference point. What is most ladting
in the synthetic camera is a depth of Md, or focus. AU objects in a typid image
produced with 3D computer graphics will be in focus, regardles of depth in the
scene. In a real camera, or in the eye, lesses are adjusted to hcing objects of a certain
APPENDIX A. 3D PERCEPTION
&ance into fociui. Objects neam the bnu and further awiyr wii i appear blurry and
out of focus. Ptincipally this has to do with a perceived la& of realism in computer
graphia. Additionally, in the human vision system, the oiitnf focus components of
the images in the left and right eye contribute to the determination of the relative
&stance estimation of objects t h u g h accommodation.
Figure A.4: Stem Viewing
The efftlct of orientation and dirrtance h m an okrver on the surface texture af
ohjecta plays a role in the ability to determine the orientation and shape of surfaces
in 3D scenes. Oneutatioii and scaling due to varying depth pduces variations com-
monlg m h e â to tu texture gradients that aid in the interpretation of a acene and
APPENDIX A. 3D PERCEPTION
(a) Lbt Eye Vicv (b) Right Eye V i
Figure AS: The simulated view from the left and ri& eye, including depth of field aud perspective foresbortening dects.
acid to the iealism of an image. In figure A.6 the gridded square on the left is shown
mtated in the center image. The dect of the orientation on the texture has a strong
influence on the perceid orientation of the surface. In tbe image on the cight the
la& of gradient in the texture (the grid) has the effect of making the image appear
as a Bat trapezoid ratber than a rotateà square.
Figure A.6: Texture grsdient &ect
Stereo presentation of separate images to the left and right eye cantnbiitw to the
perception of depth through stereopsia image pairs are generated with an of& to
APPENDIX A. 30 PERCEPTION 127
mimic the inter-ocular distcin~~ cind the d t i n g dirrpority of eiemenb in the imageai
is interpreted as the mult of dinering depth of elements in a p~ocess d e d stereopsia Figure A.? is a stempair of imaga lacking any other depth cues. CVhen stere&iruan
of the image pair is achieved by crossing the eyes, such that the lefk eye is l o o b g
at the nght image and the righ eye the le& image, the region of dots higbliglited in
figure A.8 will appear to float in front of the badrground dah. Stereopi~ irr eflectivr!
only in the near field of view, within 10 meters or so. A related phenornenon in 3D
perception, convergence, arises when the eyes move as a pair to target an ohject. The two eyes center the object in their respective fields of view and the result is that
the orientution of the eyes f o m a trimgle with the object ut the vertex. Focushg on abjects at Merent dhtruices will change the angle of convergence, n e a r objecta
forming a greater angle. When the e y a h t e an object at a wry great dintance they
are esentially paraIlel.
Figure A.7: Stem Pair
Motion h a widely studied visual depth cue [113], and hacr k a claArifirici in i
number of dierent mannem. Wallach and O'Connel1 [Ill] demonstrateci the ability of ohsemm to recmr 3D form from rotating 2D objects and labelled it the Kinetic
ûepth E f i t , this effect is even present in the absence of any other depth mes, as
in the motion of rotating dot patterns [93). Principally motion parallex is divideci ioto motion that rermlts from the movement of abjects in the mue, pasJive motion,
APPENDIX -4. 3D PERCEPTION
Figure A.8: Floating region
and motion of the scene that resuita h m physical movement of the observer, active
motion. Another way to characterize motion is by whether it is generated manuaily, by the action of the observer, or automatically. Uanually produced motion may be
active, through head- tradcing and virtual-reaiity techniques or peesive, using a device
aucb as a mouse or 6 DOF controller to control the orientation of the view or objecta
in t h mne. Many atuditsi induding thm by Ware Nid Rank [112] and Huhona
et al. [49] have found that manual motion, whether active or passive, is much more dective in supporting a number of 3D tsde (path tracing or ohject cornparison).
Appendix B
Marching Cubes
In this procexi valumetric data i l treated as celh, diacrete memurements at the ver- tices of a regular 3D grid. Figure B.l illustrates the remit of applying the marchimg
cubes algorithm to an implicit surface m d of two point sources, the fields of whch merge to form a characteristic peanut shape. Figure B.2 illustrates 3 views of the
&ILCI! multing h m the application of the algorithm tu the L'NC h d &ta set,
and figures B.3(4 ruid B.3(b) illwtrate the marching cuba surfam d e r i d €rom the
.&in layeni of the visible hiunan male (left) and female (right) data zieh.
Figure 13.1: A simple equipotential surfsce through an implicit model.
129
APPENDTX B. MARCKING CUBES 130
(b) Axia (c) Off-.eaS
Figin! R.2: UiïC Head Cl' data set renderd a~ an hiirface.
Figure B.3: The United States National Library of Medicine Visible Human Project data sets. The male 1).3(a) and fernale D 4 h ) data seta are derived h m axid slices of the visible data. This data obteined from the NPAC/OLDA online data source.
The algorithm searches the edges connecting these vertices for instances of the value crossiiig a pmieteniiiiied threshold level, i.e. somewhere dong edge .AB con- necting ceih A and B we know that the field repcesented hy the data points d
APPENDlX B. MARCHINC CUBES 131
the thmhold Iewl if A A= t iuid B i=t or vice-versa. This a p p d dependu
on the sampling density of the volmetric data, and WU be unable to reconstruct a
change in the field that crociaes the t h h o l d Ievel twice ( A md R are hoth
greater or l e s than the threshold ia this case). The point dong the edge at which the
crosaing occurred is deterniined by interpolating, usually linearly, the values between
A and B to find the point at whirh the mult equal~ t. Repeating t h appmsch for dl 12 of the edges of a cube connecting 8 of the adjacent cells in the data set leads to the
ahility to determine a linear approximation for the intersection of the 3D volumetnc
field at which the field value quais t with this cube. By labeling each of the 8 vertices
in the cube tis a bit, ib W pcwaiible to comtmct ir code for ecrch @ble combination
of vertices king imide or outciide of the boundrvy formed hy the thmhald t. Thici le& to 256 different pmible ca~es in the configuration of the surf' r d n g the
cube and hence 256 diirent possible meane of triangulating that craxing. Symrnetry
rclationships cm bc applicd to d u c c that data to 15 casa which
figure B.4.
arc illustratcd in
Figure B.4: The 15 basic cases of edge c m i n g in the Muchhg Cubes algorithm.
The name marching rvbes cornes h m the m m e r in which t h t n r v e d of the
volume is couducteù. %amhg a m sequential colmas, and then planes of the data, reu~ing the mults of the croRRiag determination h m the previaiin mlumn or plane. Susîace normal data for the reerilaing polygonal surfaces may either be derived
fmui the cross producta of the mnstmcted triangles or in& fmm the interpolatd
from the gradient of the volumetrie field at the m m h g points. Dividing c u h ia a
reiateà means of creating a geometric model of an i m d a c e thmugh a vo!umetric data aet. Ratber tban deriving a polygonal approximation eutface the diividng cuhes algoritbm begins with the o h t i o n than in many casea the the of the tendered triirnglw bgha tu approach the ~ ize of a pixel in the hl image. Dividing cuberr
operateri by subriividing the volume in the region of the imurface until a single point
pmvidin a good vi.sud repmmtstion of the ~iirfam ak tbrit pixel in the renderd image. Normal data is simultaneously interpolated h m the gradient of the volume
ta that sarnc point.
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