Strategies for Direct Volume Rendering of Diffusion Tensor Fields

About This Presentation
Title:

Strategies for Direct Volume Rendering of Diffusion Tensor Fields

Description:

Hue-Balls and Deflection Mapping. Reaction-Diffusion Textures ... Hue-Balls and Deflection Mapping. The idea: Take a tensor and reduce it to a vector. ... –

Number of Views:94
Avg rating:3.0/5.0
Slides: 46
Provided by: kuck
Learn more at: https://web.eecs.utk.edu
Category:

less

Transcript and Presenter's Notes

Title: Strategies for Direct Volume Rendering of Diffusion Tensor Fields


1
Strategies for Direct Volume Rendering of
Diffusion Tensor Fields
  • Gordon Kindlmann, David Weinstein, and David Hart
  • Presented by Chris Kuck

2
Diffusion Tensor fields
  • In the living tissue water molecules exhibit
    Brownian motion. This water motion, or
    diffusion, can be isotropic or anisotropic.
  • The diffusion can be described by a 3x3 symmetric
    real valued matrix and is used as a good
    approximation to the diffusion process.
  • These matrices are calculated from a sequence of
    diffusion-weighted MRIs.

3
Diffusion Tensor fields
  • The direction and magnitude are stored as the
    systems orthogonal eigenvectors and eigenvalues
  • Each tensor, and its corresponding eigensystem,
    can be represented in a concise and elegant way
    as an ellipsoid.

4
Why use diffusion tensor fields?
  • Currently we have no way of visualizing the
    structure of the white matter contained in the
    brain.
  • However, these intricate structures can be
    differentiated from the surrounding material by
    observing that white matter generally exhibits
    the property of anisotropy.
  • However, the cases where highly concentrated
    white matter are involved, this property could be
    false.

5
White Matter Visualization
  • Creating a detailed understanding of the white
    matter tracts in the brain by visualizing the
    structure of these white matter tracts, could
    lead to advances in neuroanatomy, surgical
    planning, and cognitive sciences.

6
Strategies
  • Barycentric Mapping
  • Lit-Tensors
  • Hue-Balls and Deflection Mapping
  • Reaction-Diffusion Textures
  • Diffusion Interpolation

7
Barycentric Mapping
  • Motivation Displaying 6 dimensions of data at
    once is not a useful visualization. We need some
    way to reduce the diffusion-tensor field.
  • Ideally we would like the resulting visualization
    to be opaque where there are regions of interest
    and transparent elsewhere.

8
Barycentric Mapping
  • Before we can adequately remove isotropic areas
    of diffusion from the brain visualization, we
    must first define what anisotropy means
  • They used Westen et al.s formulas to derive the
    amount of anisotropy in each tensor.

9
Isotropic/anisotropic coefficients
  • Where cl is the amount of linear anisotropy, cp
    is the amount of planar anisotropy and cs is the
    amount of isotropy and cl cp cs 1.

10
Anisotropy Index
  • Which gives way to

Ca is defined as the anisotropy index.
11
Barycentric space
  • Now we define a space that is called barycentric
    space. This space is the combination of all
    different types of anisotropy and isotropy.
  • With this space we can mark each tensor with a
    value of ca, cl, cp , and cs .

12
Barycentric Mapping
  • After marking each element, we can create a
    look-up table in Barycentric space to see what
    value for opacity we should use, thus reducing
    the entire dataset down to one dimension.

13
Barycentric Mapping
14
Barycentric Mapping
  • As well as a look-up table for opacity, it is
    possible to create a similar look-up table in
    Barycentric space for color such that the user
    can see the different types of anisotropy in the
    brain.

15
Barycentric Mapping
16
Lit-Tensors
  • Now that we have reduced the data set to a
    reasonably amount of data we need to somehow
    depict accurate lighting as well.
  • Theyre solution is a shading technique termed
    lit-tensors, which can indicate the type and
    orientation of anisotropy.

17
Lit-Tensors
  • They follow these constraints to do so
  • With linear anisotropy lighting should be
    identical to illuminated streamlines
  • In planar anisotropy lighting should be identical
    to standard surface rendering.
  • Every where else the surface normals must be
    smoothly interpolated

18
Lit-Tensors
  • This problem can be viewed as a codimension
    problem. The ellipsoid that is represents
    linear anisotropy has a codimension of 2, and 1
    with planar anisotropy.
  • D.C. Banks, Illumination in Diverse
    Codimension
  • This paper, unlike Banks, however makes no
    claims of its physical accuracy or plausibility.

19
Lit-Tensor calculation
  • First, start with Blinn-Phong Shading model

Where ka, kd, and ks are the respective intensity
coefficients, A is the amount of ambient light, O
is the Object color. ? is replaced with either
r, g, or b for color. L is the vector pointing
to the directional light source, N is the normal
of the surface, and H is the half-way vector.
20
Lit-Tensor calculation
  • You can view linear anisotropic tensors as
    streamlines and because of this, there are an
    infinite set of normals.
  • By using the Pythagorean theorem the dot product
    can by expressing in terms of a T tangent to the
    surface.

21
Lit-Tensor calculation
  • Where U is either L or H depending on whether you
    are doing specular or diffusion lighting
    respectively.
  • T could be represented with either 1 vector in
    the planar case, or 2 vectors in the linear case,
    thus a new parameter is needed

22
Lit-Tensor calculation
  • Where are the eigenvalues sorted as lambda1 gt
    lambda2 gt lambda3.
  • Ctheta ranges from completely linear ( 0 ) to
    completely planar ( p/2 ). Then the dot product
    can be rearranged as

23
Lit-Tensors
24
Lit-Tensors
  • Lit-Tensors accomplish their goal of computing
    lighting conditions via the direction and
    magnitude of each tensor.
  • However this does not provide a very intuitive
    way to view the lighting conditions.
  • Their solution was to mix, or use completely,
    opacity gradient shading.

25
Lit-Tensors
26
Hue-Balls and Deflection Mapping
  • The idea Take a tensor and reduce it to a
    vector. Then map from this vector to a point on
    a color unit sphere.
  • How they accomplish this is they pick some input
    vector, and multiply it by the tensor.
  • This output vector is then mapped onto the color
    unit sphere.

27
Hue-Balls and Deflection Mapping
28
Hue-Balls and Deflection Mapping
  • In Addition to finding the color, they compute
    deflection by finding the difference between
    the input vector and output vector.
  • This vector, when there are high levels of
    anisotropy, will be deflected a great amount.
    Since they are trying to make all anisotropic
    areas opaque, they use this value to assign an
    opacity.

29
Hue-Balls and Deflection Mapping
30
Reaction Diffusion Textures
  • Reaction Diffusion textures are an idea that was
    introduced by Turing that was looking for a
    mathematical model to describe pigmentation
    patterns in the animal kingdom.
  • The equations that Turing proposed are simple in
    nature.

31
Reaction Diffusion Textures
Where at t0, ab4. k is the controlling factor
in the growth of the patterns. da and db control
how fast the two chemicals can spread throughout
the medium. The overall convergence speed is
controlled by s. Finally ß is a pattern of
uniformly distributed random values in a small
interval centered around 0.
32
Reaction Diffusion calculation
  • In practice, a regular two-dimensional grid is
    used to simulate the Laplacian.
  • This could be extended to three dimensions pretty
    easily.

33
Reaction Diffusion calculation
  • In three dimensions the discrete grid to convolve
    to approximate the Laplacian is similar.

34
Reaction Diffusion calculation
  • To get the texture to be representative of the
    tensor data, they use Ficks second law to
    determine diffusion.
  • The resulting equations change the discrete grid
    once again.

35
Reaction Diffusion visualization
  • To visualize the data in a more convenient
    fashion, they remove all areas that are not
    anisotropic.
  • They do this by calculating the average
    anisotropy, and any spots below .5 average
    anisotropy are removed.

36
(No Transcript)
37
(No Transcript)
38
Diffusion Tensor Interpolation
  • 3 different ways to interpolate the tensors
  • MRI channels
  • Tensor matrices
  • Eigensystems

39
MRI channel interpolation
  • It would be more accurate to interpolate straight
    from the MRI channels, to do this first you must
    calculate a set of log image values via

Where Ai is the channel and b is the direction
independent diffusion weight
40
MRI channel Interpolation
  • Then the diffusion tensor is

While this is more accurate it is not
computationally feasible to do this.
41
Matrix Interpolation
  • Another way to do this is component wise
    interpolation in the matrices.
  • If the process of getting the log images were
    linear, interpolation between the MRI channels
    and the interpolation between matrices, would be
    identical. However, it is not linear.

42
Eigensystem interpolation
  • Another approach is to solve the eigensystems for
    each sample point, store this volume instead of
    the tensor volume, and then interpolate as
    needed.
  • This holds an extreme advantage over MRI channel
    interpolation and Matrix interpolation since each
    eigensystem needs to be solved only once.

43
Eigensystem interpolation
  • However, the orientation of the principal
    eigenvector, is undetermined at several times.
  • During planar anisotropy the direction of the two
    principle eigenvectors degenerates to every
    vector perpendicular to the minor axis.
  • Also between any two points, how are we
    guaranteed that the direction is the same as when
    we started.

44
Evaluation
  • The results that they found were computed using
    Barycentric maps.
  • They came to the conclusion that even though
    eigensystem interpolation is dramatically
    cheaper, if the density of points are not close
    enough, it loses too much information and ends up
    being too inaccurate.
  • They chose matrix interpolation for every
    calculation they used in this paper.

45
(No Transcript)
Write a Comment
User Comments (0)
About PowerShow.com