RealTime Volume Rendering for Virtual Colonoscopy - PowerPoint PPT Presentation

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RealTime Volume Rendering for Virtual Colonoscopy

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RealTime Volume Rendering for Virtual Colonoscopy – PowerPoint PPT presentation

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Title: RealTime Volume Rendering for Virtual Colonoscopy


1
Real-Time Volume Rendering for Virtual
Colonoscopy
Wei Li, Arie Kaufman, and Kevin Kreeger
  • Departments of Computer Science
  • State University of New York at Stony
    Brook
  • Stony Brook, NY 11794-4400

2
Outline
  • Introduction
  • The slab structure
  • Slab-Based Volume Rendering
  • Warping and Caching of Slab Images
  • Experimental Results
  • Future Work

3
Introduction
  • Virtual Colonoscopy

4
Screen shot of the system
5
Introduction
  • Challenges
  • High quality image
  • Large data set
  • Interactive Rendering Speed

6
Related Work
  • High-end parallel computers
  • You 97, Wan 97
  • Texture mapping hardware
  • 3D texture, 2D texture
  • Image-based rendering
  • Brady 97, Mueller 99
  • Dedicated hardware
  • VIZARD II, VolumePro

7
Observations
  • Colon is tortuous
  • Colon wall is opaque
  • 1/5 of voxels are inside the colon
  • The camera stays inside the colon
  • A small percentage of voxels are visible to a
    given view point.

8
Overview of our approach
  • Pre-processing
  • Axis-aligned slabs
  • Portals
  • Rendering
  • Visibility culling
  • Render or warp slab images

9
Outline
  • Introduction
  • The slab structure
  • Slab-Based Volume Rendering
  • Warping and Caching of Slab Images
  • Experimental Results
  • Future Work

10
The slab structure
  • A slab is a sub-volume bounded by an axis-aligned
    box.
  • A slab contains as few non-internal voxels as
    possible.

11
Slab Sets of Colon Volume
  • Three sets of slabs.
  • One set for each major axis

12
Portals
On every shared face of each adjacent slabs, we
define a portal. The portal is the bounding box
of the cross-section of a colon on that shared
face.
13
Construction of the Slabs
  • Slice the volume with equidistant parallel planes
    perpendicular to a major axis.
  • Find all the connected regions of internal voxels
    between the adjacent planes.
  • The bounding box of the connected regions define
    the slabs.
  • The process is repeated three times. One for each
    of the three axes.

14
Construction of the Slabs (2)
  • Create a binary volume from the original dataset.
  • Compress the binary volume by merging slices.
  • Apply 2D region grow on the slices of the
    compressed volume

15
Compressed Binary Volume
16
Creating the slabs
17
Complexity of the Algorithm
  • The algorithm tries to do region grow for all
    (internal) voxels
  • Each voxel is inspected only once for whether a
    region grow is necessary.
  • Each internal voxel is flagged once
  • Time complexity is linear to the number of voxels.

18
Outline
  • Introduction
  • The slab structure
  • Slab-Based Volume Rendering
  • Warping and Caching of Slab Images
  • Experimental Results
  • Future Work

19
Slab-based Volume Rendering
  • Determine which set of slabs to use
  • Visibility detection
  • Obtain the slabs images
  • Blending the slab images

20
Visibility Detections
  • Project the view frustum to the volume
    coordinates
  • Intersect the view frustum with the portals.
  • Faster and more accurate than projecting portals
    to the eye coordinates

21
The Blending of Slab Images
22
The Blending of Slab Images (2)
23
Warp the slab images
  • Why?
  • To reuse the slab images from nearby view points
  • To simulate perspective projection with parallel
    hardware

24
Warping based on portal model
25
Warping based on depth image
26
Two-Level Caching of the Slab Images
  • Cache in graphics memory
  • To save the time for transfer slab images from
    host memory to graphics memory.
  • (OpenGL texture object)
  • Cache in host memory
  • To save the time for volume rendering slabs

27
System Performances
  • Pure VolumePro
  • 0.5 FPS
  • Slab images cached in host memory
  • 10 FPS
  • Slab images cached in host and graphics memory
  • 100 FPS (Without warping)

28
Performances(2)
  • Slab Images Cached by both Host and Graphics
    Memory
  • No Warping
  • gt100 FPS
  • Warped with mesh of grid size of 22 voxels
  • gt50 FPS
  • Warped with mesh of grid size of 11 voxel
  • 10 15 FPS

29
Images
30
Properties of the Slab Structure
  • Easy to create
  • Empty space skipping.
  • Occlusion culling
  • Slab images can be reused
  • Approximate perspective rendering with parallel
    projection.

31
Discussion and Future work
  • With slab-based volume rendering, real time
    rendering of high resolution images can be
    achieved
  • There are artifacts.
  • Aliasing when switching slab sets
  • Discontinuity between slab images

32
Acknowledgement
  • NIH grant CA82402
  • Naval Research grant N00014011034
  • E-Z-EM Inc
  • Viatronix Inc.
  • University Hospital of Stony Brook.
  • Min Wan, Baoquan Chen, Klaus Mueller, Manuel
    Oliveira and others
  • Anonymous reviewers.

33
Thank You!
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