Publications of Dr. Oscar Meruvia-Pastor

I have focused my work in computer graphics and human-computer interaction, particularly medical imaging, non-photorealistic rendering and visibility precomputation.

Visualization and Processing of Medical Data

Building generic anatomical models using virtual model cutting and iterative registration

Using 3D generic models to statistically analyze trends in biological structure changes is an important tool in morphometrics research. However, due to the complexity of biological structures and the limited views of them that medical images can offer, it is still an exceptionally difficult task to quickly and accurately create 3D representations of biological structures In this work, we show that the creation of a generic model that captures spatial information exploitable in statistical analyses is facilitated by coupling a generalized segmentation method with existing automatic image registration algorithms.
(BMC open access link, reference).

Fast Interactive Integration of Cross-sectional Image Datasets and Surface Data for Morphometric Analysis

A system to align a stack of images in parallel for the reconstruction of a 3D data structure and surface model from a set of histological cross-sections is presented, along with complementary tools for interactive alignment. introduced.
(link, download 3.66 MB, poster, reference).

An Efficient Virtual Dissection Tool to Create Generic Models for Anatomical Atlases

A method is presented to combine 3D mesh cutting tools to extract a particular object from a polygonal mesh of amalgamated structures. With this technique it is possible to extract individual objects, such as the jawbone from a skull, from a polygonal model.
(link, reference).


Non-Photorealistic Rendering

Poisson-Disk Distributed Dots and its Applications in Non-Photorealistic Rendering (Puntos con Distribución Poisson Disk y su Uso en NPR)

This paper, co-written with Ignacio Ascencio, Ph.D. candidate in Mexico, presents two new techniques to produce stippled renditions in a fast way. The paper is written in spanish, and a full english version is in the works.
(download 940 KB, reference).

 

OPENNPAR: A System for Developing, Programming, and Designing Non-
Photorealistic Animation and Rendering

In this article, co-written with Nick Halper et al, we present an Open-Source project to implement a library of algorithms commonly used in non-photorealistic rendering.
(download 2.18 MB, reference).

Graph-Based Point Relaxation for 3D Stippling

A new way to distribute point particles on the surface of a model that also satisfy the requirement that they belong in a point hierarchy of well-distirbuted points on several levels of detail is proposed. We also introduce the concept of using stipples to convey deformable semitransparent surfaces.
(download 6.2 MB, videos, reference).

 

Real-Time Animated Stippling

A point hierarchy mesh is created on the surface of a deformable 3D model. The point hierarchy is used to convey the stippling style used by many artists. Because the point hierarchy is attached to the surface of the mesh, the points enable frame-coherent rendering on the particle level
(download 1 MB, videos, reference).

 

Frame-Coherent Stippling

The foundations for creating a hierarchy of points based on mesh simplification and mesh subdivision of steps that can be used to convey a 3D-stippling style is introduced here. The technique is applied on models with fixed geometry.
(download 466 KB,poster, reference).

 


Visibility Precomputation Techniques

Visibility Preprocessing Using Spherical Sampling of Polygonal Patches

This paper builds up on the concept of visibility precomputation, and presents a more robust approach, where polygons are organized in contiguous regions of polygonal patches. The size of this bitfields is relatively small and the technique yields a dramatic reduction in the number of polygons sent to the graphics processor, so the response time is improved significantly for models with many folds or self-occluding surfaces.

(download 882 KB, poster, videos, reference).

Approximated View Reconstruction Using Precomputed ID-Bitfields

A method to pre-compute visibility of the polygons of a 3D mesh in order to cull away the non-visible polygons is presented. The advantage of visibility precomputation is that, for any arbitrary viewpoint, a reduced numer of polygons is sent to the graphics processor. A list of pre-computed polygons is encoded in a long bit list called ID-bitfield.
(download 1.85 MB, presentation, reference).


Dissertations

Frame-Coherent 3D Stippling for Non-photorealistic Computer Graphics
Ph.D. Thesis (Dr. Ingenieur)

The foundations for frame-coherent 3D stippling are described here, as well as methods for rendering animated and static models in real time. In addition, several applications for 3D stippling in archaeology, anatomy and animated semi-transparent surfaces are presented.
(download 25MB, videos, videos referred, reference).

Level of Detail Selection and Interactivity
M.Sc. Thesis

A new method to switch between different levels of detail is proposed. The method aims at improving the quality of interaction by reducing the response time based on a measure of divergence between the expected and the actual positions of a subject.
(download 1.12MB, presentation, reference).


References