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Meyer, Miriah D

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Meyer

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Miriah D

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Meyer, Miriah D

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Now showing 1 - 2 of 2
  • Publication

    Particle-Based Sampling and Meshing of Surfaces in Multimaterial Volumes

    (Institute of Electrical and Electronics Engineers, 2008) Meyer, Miriah D; Whitaker, Ross; Kirby, Robert; Ledergerber, Christian; Pfister, Hanspeter

    Methods that faithfully and robustly capture the geometry of complex material interfaces in labeled volume data are important for generating realistic and accurate visualizations and simulations of real-world objects. The generation of such multimaterial models from measured data poses two unique challenges: first, the surfaces must be well-sampled with regular, efficient tessellations that are consistent across material boundaries; and second, the resulting meshes must respect the nonmanifold geometry of the multimaterial interfaces. This paper proposes a strategy for sampling and meshing multimaterial volumes using dynamic particle systems, including a novel, differentiable representation of the material junctions that allows the particle system to explicitly sample corners, edges, and surfaces of material intersections. The distributions of particles are controlled by fundamental sampling constraints, allowing Delaunay-based meshing algorithms to reliably extract watertight meshes of consistently high-quality.

  • Publication

    Volume MLS Ray Casting

    (Institute of Electrical and Electronics Engineers, 2008) Ledergerber, Christian; Guennebaud, Gael; Meyer, Miriah D; Bacher, Moritz; Pfister, Hanspeter

    The method of Moving Least Squares (MLS) is a popular framework for reconstructing continuous functions from scattered data due to its rich mathematical properties and well-understood theoretical foundations. This paper applies MLS to volume rendering, providing a unified mathematical framework for ray casting of scalar data stored over regular as well as irregular grids. We use the MLS reconstruction to render smooth isosurfaces and to compute accurate derivatives for high-quality shading effects. We also present a novel, adaptive preintegration scheme to improve the efficiency of the ray casting algorithm by reducing the overall number of function evaluations, and an efficient implementation of our framework exploiting modern graphics hardware. The resulting system enables high-quality volume integration and shaded isosurface rendering for regular and irregular volume data.