Reconstruction from Voxels (GATE-540) - PowerPoint PPT Presentation

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Reconstruction from Voxels (GATE-540)

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Reconstruction from Voxels (GATE-540) Dr. a atay NDE ER Instructor Middle East Technical University, GameTechnologies & General Manager SimBT Inc. – PowerPoint PPT presentation

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Title: Reconstruction from Voxels (GATE-540)


1
Reconstruction from Voxels(GATE-540)
Dr.Çagatay ÜNDEGER Instructor Middle East
Technical University, GameTechnologies General
Manager SimBT Inc. e-mail cagatay_at_undeger.com
Reference William E. Lorensen and Harvey E. Cline
Game Technologies Program Middle East Technical
University Spring 2010
2
Outline
  • Reconstruction

3
Goals
  • Develop 3D Analysis Algorithms
  • Reconstruction
  • Segmentation
  • Feature Detection
  • Labeling
  • Matching
  • Classification
  • Retrielval
  • Recognition
  • Clustering

4
Voxel
  • A voxel (volumetric pixel)
  • A volume element, representing a value on a
    regular grid in three dimensional space.
  • Analogous to a pixel, which represents 2D image
    data in a bitmap

5
Voxel Data
  • Do not typically have their position (their
    coordinates) explicitly encoded along with their
    values.
  • Stores
  • Binary data
  • empty / full
  • Float data
  • density / color / distance to surface

6
Voxel vs Polygon
  • Polygons
  • Often explicitly represented by the coordinates
    of their vertices.
  • Able to efficiently represent simple 3D
    structures with lots of empty or
    homogeneously-filled space.
  • Voxels
  • Good at representing regularly-sampled spaces
    that are non-homogeneously filled.
  • Have a limited resolution, as precise data is
    only available at the center of each cell.

7
Usage of Voxel
  • Frequently used in the visualization and analysis
    of medical and scientific data.
  • Some volumetric displays use voxels to visualize
    models and describe their resolution in 3D
    dimension (512512256 voxels).

8
Usage of Voxel
  • In games and simulations,
  • Used for representation of terrain containing
    overhangs and caves.
  • Concave features cannot be represented by
    heightmaps.

9
Visualizing Voxels
  • Visualization
  • Direct volume rendering
  • Extraction of polygon iso-surfaces which follow
    the contours of given threshold values.
  • The marching cubes algorithm is often used for
    iso-surface extraction.

10
Iso-Surface
  • A three-dimensional analog of an iso-contour.
  • A surface that represents points of a constant
    value (e.g. pressure, temperature, velocity,
    density) within a volume of space.

Iso-surface
11
Marching Cubes
  • Marching Cubes is an algorithm which creates
    triangle models of constant density surfaces
    (iso-surfaces) from 3D medical data.

12
Medical Data Acquisition
  • Computed Tomography (CT)
  • Magnetic Resonance (MR) Imagining (MRI)
  • Single-Photon Emission Computed Tomography
    (SPECT)
  • Each scanning process results in two dimensional
    slices of data.

13
Data Slices
14
Marching Cubes Extraction
  • Extracts surfaces from adjacent pairs of data
    slices using cubes.
  • Cubes march through the pair of slices until
    the entire surface of both slices has been
    examined.

15
Marching Cubes Overview
  • Load slices.
  • Create a cube from pixels on adjacent slices.
  • Find vertices on the surfaces.
  • Determine the intersection edges.
  • Interpolate the edge intersections.
  • Calculate vertex normals.
  • Output triangles and normals.

16
How Are Cubes Constructed
  • Uses identical squares of four pixels connected
    between adjacent slices.
  • Each cube vertex is examined to see if it lies
    on or off the surface.

17
How Are The Cubes Used
  • Pixels on the slice surfaces determine 3D
    surfaces.
  • 256 surface permutations, but only 15 unique
    patterns.
  • A normal is calculated for each triangle vertex
    for rendering.

18
15 Unique Patterns
19
Triangle Creation
  • Determine triangles contained by a cube.
  • Determine which cube edges are intersected.
  • Interpolate intersection point using pixel
    density.
  • Calculate unit normals for each triangle vertex
    using the gradient vector.

20
Determining Triangles
  • An index to a pre-calculated array of 256
    possible polygon configurations (28 256) within
    the cube
  • Treat each of the 8 scalar values (cube corners)
    as a bit in an 8-bit integer.
  • 8 scalars (8 bits) determine the actual index to
    the polygon configuration array.

21
Determining Inside/Outside
  • Select a iso-value that the surface will pass
    through.
  • If the scalar's value is higher than the
    iso-value then
  • The appropriate bit is set to one (inside)
  • If it is lower then
  • The appropriate bit is set to zero (outside)

iso-value 0.3
22
Determining Intersections
  • Determine intersection points to iso-suface by
    interpolation.

iso-value 0.3
23
Determining Intersections
  • Gradient of the scalar field at each grid point
    is also the normal vector of a hypothetical
    iso-surface passing from that point.

24
Determining Intersections
  • Interpolate these normals along the edges of each
    cube to find the normals of the generated
    vertices.

N
N
25
Grid Resolution
  • Variations can increase/decrease surface density.

26
Examples
27
Marching Squares
  • 2D version of Marching Cubes
  • Aims at drawing lines between interpolated values
    along the edges of a square considering given
    weights of the corners and a reference value.

28
Conclusion
  • Marching Squires / Marching Cubes provides a
    simple algorithm to translate a series of 2D
    medical scans into 2D / 3D objects.
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