We propose a new paradigm for interactive volume visualization which allows enhanced exploration of datasets through the use of real-time volume processing (e.g., segmentation) tightly coupled with rendering. We show ...
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We propose a new paradigm for interactive volume visualization which allows enhanced exploration of datasets through the use of real-time volume processing (e.g., segmentation) tightly coupled with rendering. We show examples of how this paradigm supports a new way of examining a dataset by providing interactive visual feedback to segmentation parameter adjustment. We have developed a hardware co-processor, called PAVLOV, based on a SIMD mesh architecture. It supports our paradigm by providing volume processing at over 15 Hz while also rendering of the results at 30 Hz. We show how PAVLOV's programmability is used for volume processing applications, such as interactive segmentation and feature extraction. We further compare 3D segmentation on mesh architectures to known efficient methods for 2D segmentation.
We present a new forward image mapping algorithm, which speeds up perspective warping — as in texture mapping. It processes the source image in a special scanline order instead of the normal raster scanline order. Th...
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ISBN:
(纸本)9780780358973
We present a new forward image mapping algorithm, which speeds up perspective warping — as in texture mapping. It processes the source image in a special scanline order instead of the normal raster scanline order. This special scanline has the property of preserving parallelism when projecting to the target image. The algorithm reduces the complexity of perspective-correct image warping by eliminating the division per pixel and replacing it with a division per scanline. The method also corrects the perspective distortion in Gouraud shading with negligible overhead. Furthermore, the special scanline order is suitable for antialiasing using a more accurate antialiasing conic filter, with minimum additional cost. The algorithm is highlighted by incremental calculations and optimized memory bandwidth by reading each source pixel only once, suggesting a potential hardware implementation.
We present an algorithm which renders opaque and/or translucent polygons embedded within volumetric data. The processing occurs such that all objects are composited in the correct order, by rendering thin slabs of the...
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ISBN:
(纸本)9780780358973
We present an algorithm which renders opaque and/or translucent polygons embedded within volumetric data. The processing occurs such that all objects are composited in the correct order, by rendering thin slabs of the translucent polygons between volume slices using slice-order volume rendering. We implemented our algorithm with OpenGL on current general-purpose graphics systems. We discuss our system implementation, speed and image quality, as well as the renderings of several mixed scenes.
An acceleration technique using bilinear and simplified trilinear interpolation which reduces the amount of interpolation computation during the ray sampling procedure of the volume ray casting algorithm is described....
An acceleration technique using bilinear and simplified trilinear interpolation which reduces the amount of interpolation computation during the ray sampling procedure of the volume ray casting algorithm is described. It has several characteristics: It is applicable to both perspective projection and parallel projection; it uses almost no extra space and processing power; there is no noticeable sacrifice of image quality; and more importantly, it can be easily applied to existing ray casting optimizations to further improve their efficiency. In addition, an adaptive depthsampling optimization has been developed based on our technique, which serves as an effective approach to meet the frame rate demand of time-critical visualization environment. Experimental results show that a rendering rate of more than ten frames per second has been achieved on a 16-processor SGI Power Challenge.
We present an interactive navigation system for virtual colonoscopy, which is based solely on high performance volume rendering. Previous colonic navigation systems have employed either a surface rendering or a Z-buff...
ISBN:
(纸本)9780780358973
We present an interactive navigation system for virtual colonoscopy, which is based solely on high performance volume rendering. Previous colonic navigation systems have employed either a surface rendering or a Z-buffer-assisted volume rendering method that depends on the surface rendering results. Our method is a fast direct volume rendering technique that exploits distance information stored in the potential field of the camera control model, and is parallelized on a multiprocessor. Experiments have been conducted on both a simulated pipe and patients' data sets acquired with a CT scanner.
We present an interactive navigation system for virtual colonoscopy, which is based solely on high performance volume rendering. Previous colonic navigation systems have employed either a surface rendering or a Z-buff...
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ISBN:
(纸本)078035897X
We present an interactive navigation system for virtual colonoscopy, which is based solely on high performance volume rendering. Previous colonic navigation systems have employed either a surface rendering or a Z-buffer-assisted volume rendering method that depends on the surface rendering results. Our method is a fast direct volume rendering technique that exploits distance information stored in the potential field of the camera control model, and is parallelized on a multiprocessor. Experiments have been conducted on both a simulated pipe and patients' data sets acquired with a CT scanner.
We present a novel presence acceleration for volumetric ray casting. A highly accurate estimation for object presence is obtained by projecting all grid cells associated with the object boundary on the image plane. Me...
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ISBN:
(纸本)078035897X
We present a novel presence acceleration for volumetric ray casting. A highly accurate estimation for object presence is obtained by projecting all grid cells associated with the object boundary on the image plane. Memory space and access time are reduced by run-length encoding of the boundary cells, while boundary cell projection time is reduced by exploiting projection templates and multiresolution volumes. Efforts have also been made towards a fast perspective projection as well as interactive classification. We further present task partitioning schemes for effective parallelization of both boundary cell projection and ray traversal procedures. Good load balancing has been reached by taking full advantage of both the optimizations in the serial rendering algorithm and shared-memory architecture. Our experimental results on a 16-processor SGI Power Challenge have shown interactive rendering rates for 256/sup 3/ volumetric data sets at 10-30 Hz. We describe the theory and implementation of our algorithm, and shows its superiority over the shear-warp factorization approach.
We present a novel presence acceleration for volumetric ray casting. A highly accurate estimation for object presence is obtained by projecting all grid cells associated with the object boundary on the image plane. Me...
详细信息
ISBN:
(纸本)9780780358973
We present a novel presence acceleration for volumetric ray casting. A highly accurate estimation for object presence is obtained by projecting all grid cells associated with the object boundary on the image plane. Memory space and access time are reduced by run-length encoding of the boundary cells, while boundary cell projection time is reduced by exploiting projection templates and multiresolution volumes. Efforts have also been made towards a fast perspective projection as well as interactive classification. We further present task partitioning schemes for effective parallelization of both boundary cell projection and ray traversal procedures. Good load balancing has been reached by taking full advantage of both the optimizations in the serial rendering algorithm and shared-memory architecture. Our experimental results on a 16-processor SGI Power Challenge have shown interactive rendering rates for 2563 volumetric data sets at 10 - 30 Hz. This paper describes the theory and implementation of our algorithm, and shows its superiority over the shear-warp factorization approach.
This paper presents a voxel-based biomechanical model for muscle deformation using finite element method (FEM) and volume graphics. Hierarchical voxel meshes are reconstructed from filtered segmented muscle images fol...
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This paper presents a voxel-based biomechanical model for muscle deformation using finite element method (FEM) and volume graphics. Hierarchical voxel meshes are reconstructed from filtered segmented muscle images followed by FEM simulation and volume rendering. Physiological muscle force is considered and linear elastic muscle models for both static and dynamic cases are simulated by FEM. Voxel-based wireframe, polygon surface rendering, and volume rendering techniques are applied to show real-time muscle deformation processes as well as realistic animations.
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