A decade ago volume visualization required costly workstations due to the high processing cost for visualization. Nowadays and with the rapid development of mobile graphics, opportunities to provide volume visualizati...
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A decade ago volume visualization required costly workstations due to the high processing cost for visualization. Nowadays and with the rapid development of mobile graphics, opportunities to provide volume visualization on mobile devices have been increased. New graphic application programming interfaces (APIs) have been developed as worthy candidates to support the volume rendering core. This paper focused especially on OpenGL ES and Metal APIs. OpenGL ES is a cross-platform API designed especially for embedded systems; such as smartphones, computer tablets, video game consoles and personal digital assistants (PDAs). Metal is a low-level, low-overhead hardware- accelerated graphics and compute API that debuted in iOS 8. It combines functionality similar to OpenGL and OpenCL under one API. This paper shed a light on the performance gained by Metal over OpenGL ES by implemented two applications for texture mapping; each of them uses different API and compare the rendering time. Four dataset used to test the result, namely: Diaphysis, Distal epiphysis, Scapula and knee. The first three datasets used from the laboratory of human anatomy and embryology, University of Brussels (ULB), Belgium, the last one used from Osirix DICOM sample.
Over the last decade, there have been several debates concerning the dominance of technology in academic disciplines such as fine arts and graphic design. Advanced imaging devices, such as fMRI and PET scans, have pro...
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Over the last decade, there have been several debates concerning the dominance of technology in academic disciplines such as fine arts and graphic design. Advanced imaging devices, such as fMRI and PET scans, have provided researchers with visual information in the field of brain science that may settle these debates. We outline a research study conducted among undergraduate art students to investigate the level of visual perception and creative development. The purpose is to gather basic information that would merit further scientific investigation. Among the groups studied, the research concluded that artistic traits such as visual memory, perception and a critical eye for detail declined 80% as compared to research studies conducted in 1944. We present scientific research in the field of cognition and brain science, suggesting dominant use of technology in the arts retards intellectual and perceptual-motor skills.
In this paper we present a proof-of-concept implementation of fast volumetric data segmentation, conversion to polygonal mesh geometry and rendering. All parts of the method are implemented on the graphical processing...
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In this paper we present a proof-of-concept implementation of fast volumetric data segmentation, conversion to polygonal mesh geometry and rendering. All parts of the method are implemented on the graphical processing unit, which allows high degree of parallelization. Implementations of presented algorithms are done in the OpenCL framework and are integrated in blood vessel visualisation software Neck Veins. This paper presents where and to what degree parts of method can be parallelized. In results we also show to what degree we can speed-up the implementation by using parallel computing power of the graphical processing units.
A set of parameters to assess the objective quality of visualizations of a voxel-based data set, produced using a ray caster, is proposed as a first step toward the evaluation of the overall quality of these visualiza...
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A set of parameters to assess the objective quality of visualizations of a voxel-based data set, produced using a ray caster, is proposed as a first step toward the evaluation of the overall quality of these visualizations. Results obtained using synthetic data and a simple implementation of a ray caster are presented. The final goal of this evaluation is the computation of "confidence indices" that could offer the user a "guided visualization", i.e. allow him/her to decide what are the "best" visualizations of a data set.
Direct volume rendering using ray-casting is widely used in practice. By using GPUs and applying acceleration techniques as empty space skipping, high frame rates are possible on modern hardware. This enables performa...
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ISBN:
(数字)9798350354850
ISBN:
(纸本)9798350354867
Direct volume rendering using ray-casting is widely used in practice. By using GPUs and applying acceleration techniques as empty space skipping, high frame rates are possible on modern hardware. This enables performance-critical use-cases such as virtual reality volume rendering. The currently fastest known technique uses volumetric distance maps to skip empty sections of the volume during ray-casting but requires the distance map to be updated per transfer function change. In this paper, we demonstrate a technique for subdividing the volume intensity range into partitions and deriving what we call partitioned distance maps. These can be used to accelerate the distance map computation for a newly changed transfer function by a factor up to 30. This allows the currently fastest known empty space skipping approach to be used while maintaining high frame rates even when the transfer function is changed frequently.
To highlight the diagnostic information in MR slice images of early knee joint damage, due to osteoarthritis (OA) or trauma, we have developed techniques for automated segmentation and rendering of the major joint str...
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To highlight the diagnostic information in MR slice images of early knee joint damage, due to osteoarthritis (OA) or trauma, we have developed techniques for automated segmentation and rendering of the major joint structures. Using a 1.5 T GE body scanner we obtained sagittal T1-weighted spin echo images from 4 volunteers and 2 patients with OA. Segmentation was performed using MIDAS (Medical Information Display and Analysis System: Imperial College). From seed points on a midline "training" slice, the program searched all slices, locating the boundaries of the femur, tibia, patella, menisci and cruciate ligaments. The overall process was many times faster than manual segmentation. The joint components were then rendered as a composite 3D object allowing "virtual dissection" by the user. Osteophytes and soft-tissue abnormalities were revealed, viewable from any angle. The authors are now using newer MR sequences to detect the articular cartilage so that this can be added to the 3D model to indicate damage from OA. They believe that refinement of these techniques will enable visualisation of early changes to the joint structures, proving clinically useful in diagnosis and management of OA.
The evolution of medical imaging technologies and computergraphics is leading to dramatic improvements for medical training, diagnosis and treatment, and patient understanding. This paper discusses how volumetric vis...
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The evolution of medical imaging technologies and computergraphics is leading to dramatic improvements for medical training, diagnosis and treatment, and patient understanding. This paper discusses how volumetric visualization and 3D scanning can be integrated with cadaveric dissection to deliver benefits in the key areas of clinician-patient communication and medical education. The specific area of medical application is a prevalent musculoskeletal disorder-iliotibial (IT) band syndrome. By combining knowledge from cadaveric dissection and volumetric visualization, a virtual laboratory was created using the Unity 3D game engine, as an interactive education tool for use in various settings. The system is designed to improve the experience of clinicians who had commented that their earlier training would have been enhanced by key features of the system, including accurate three-dimensional models generated from computed tomography, high resolution cryosection images of the Visible Human dataset, and surface anatomy generated from a white light scan of an athlete. The finding from the virtual laboratory concept is that knowledge gained through dissection helps enhance the value of the model by incorporating more detail of the distal attachments of the IT band. Experienced clinicians who regularly treat IT band syndrome were excited by the potential of the model and keen to make suggestions for future enhancement.
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