Kim, Hye-Jin;Choi, Jae-Wan;Chang, An-Jin;Yu, Ki-Yun
Proceedings of the KSRS Conference
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2007.10a
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pp.452-455
/
2007
3D stereoscopic viewing of large scale imagery, such as aerial photography and satellite images, needs different parallaxes relative to the display scale. For example, when a viewer sees a stereoscopic image of aerial photography, the optimal parallax of its zoom-in image should be smaller than that of its zoom-out. Therefore, relative parallax adjustment according to the display scale is required. Merely adjusting the spacing between stereo images is not appropriate because the depths of the whole image are either exaggerated or reduced entirely. This paper focuses on the improving stereoscopic viewing with a single remote sensing image and a digital surface model (DSM). We present the parallax adjustment technique to maximize the 3D realistic effect and the visual comfort. For remote sensing data, DSM height value can be regarded as disparity. There are two possible kinds of methods to adjust the relative parallax with a single image performance. One is the DSM compression technique: the other is an adjustment of the distance between the original image and its stereo-mate. In our approach, we carried out a test to evaluate the optimal distance between a single remote sensing image and its stereo-mate, relative to the viewing scale. Several synthetic stereo-mates according to certain viewing scale were created using a parallel projection model and their anaglyphs were estimated visually. The occlusion of the synthetic stereo-mate was restored by the inpainting method using the fields of experts (FoE) model. With the experiments using QuickBird imagery, we could obtain stereoscopic images with optimized parallax at varied display scales.
Ha, Woo-Seok;Kim, Soo-Mee;Park, Min-Jae;Lee, Dong-Soo;Lee, Jae-Sung
Nuclear Medicine and Molecular Imaging
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v.43
no.5
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pp.459-467
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2009
Purpose: The maximum likelihood-expectation maximization (ML-EM) is the statistical reconstruction algorithm derived from probabilistic model of the emission and detection processes. Although the ML-EM has many advantages in accuracy and utility, the use of the ML-EM is limited due to the computational burden of iterating processing on a CPU (central processing unit). In this study, we developed a parallel computing technique on GPU (graphic processing unit) for ML-EM algorithm. Materials and Methods: Using Geforce 9800 GTX+ graphic card and CUDA (compute unified device architecture) the projection and backprojection in ML-EM algorithm were parallelized by NVIDIA's technology. The time delay on computations for projection, errors between measured and estimated data and backprojection in an iteration were measured. Total time included the latency in data transmission between RAM and GPU memory. Results: The total computation time of the CPU- and GPU-based ML-EM with 32 iterations were 3.83 and 0.26 see, respectively. In this case, the computing speed was improved about 15 times on GPU. When the number of iterations increased into 1024, the CPU- and GPU-based computing took totally 18 min and 8 see, respectively. The improvement was about 135 times and was caused by delay on CPU-based computing after certain iterations. On the other hand, the GPU-based computation provided very small variation on time delay per iteration due to use of shared memory. Conclusion: The GPU-based parallel computation for ML-EM improved significantly the computing speed and stability. The developed GPU-based ML-EM algorithm could be easily modified for some other imaging geometries.
Purpose: Basal/Acetazolamide-challenged brain perfusion SPECT is very useful to assess cerebral perfusion and vascular reserve. However, as there is a trade off between sensitivity and spatial resolution in the selection of collimator, the selection of optimal collimator is crucial. In this study, we examined three collimators to select optimal one for 1-day brain perfusion SPECT. Materials and Methods: Three collimators, low energy high resolution-parallel beam (LEHR-par), ultra resolution-fan beam (LEUR-fan) and super fine-fan beam (LESFR-fan), were tested for 1-day imaging using Triad XLT 9 (TRIONIX). The SPECT images of Hoffman 3D brain phantom filled with 99mTc of 170 MBq and a normal volunteer were acquired with a protocol of 50 kcts/frame and detector rotation of 3 degree. Filterd backprojection (FBP) reconstruction with Butterworth filter (cut off frequencies, 0.3 to 0.5) was performed. The quantitative and qualitative assessments for three collimators were performed. Results: The blind tests showed that LESFR-fan provided the best image quality for Hoffman brain phantom and the volunteer. However, images for all the collimator were evaluated as 'acceptable'. On the other hand, in order to meet the equivalent signal-to-noise ratio (SNR), total acquisition time or radioactivity dose for LESFR-fan must have been increased up to almost twice of that for LEUR-fan and LEHR-par. The volunteer test indicated that total acquisition time could be reduced approximately by 10 to 14 min in clinical practice using LEUR-fan and LEHR-par without significant loss on image quality, in comparison with LESFR-fan. Conclusion: Although LESFR-fan provides the best image quality, it requires significantly more acquisition time than LEUR-fan and LEHR-par to provide reasonable SNR. Since there is no significant clinical difference between three collimators, LEUR-fan and LEHR-par can be recommended as optimal collimators for 1-day brain perfusion imaging with respect to image quality and SNR.
The present study attempted to produce the floor plan of the surroundings near Geumcheongyo Bridge in Changdeokgung Palace of the Late Joseon Period through the use of rubber sheeting transformation based on the drawing principles of "Donggwoldo(東闕圖)". First, the study compared the actual sizes of the major buildings that have existed since the production of "Donggwoldo(東闕圖)" with the sizes depicted in the picture to reveal that the front elevation of the buildings was produced by reducing it by approximately 1/200. However, the study could not confirm the same production proportions for the side elevation. Only the lengths of the side elevation were depicted at around half of the actual proportions, and as the diagonal line angles were found to be at an average of $39^{\circ}$, the study confirmed they were drawn in a manner similar to cabinet projection. Second, the study created an obliquely projected floor plan by inversely shadowing the drawing principles of "Donggwoldo(東闕圖)" and produced a floor plan of the surroundings near Geumcheongyo Bridge in Changdeokgung Palace through the use of rubber sheeting transformation. Projective transformation was confirmed as most suitable during the transformation, and with standard error of 2.1208m, the relatively high accuracy of the transformation shows that the production of a floor plan for "Donggwoldo(東闕圖)" is significant. Furthermore, it implies the possibility of producing floor plans for various documentary paintings produced using the paralleled oblique drawing method in addition to "Donggwoldo(東闕圖)". Third, the study evaluated the accuracy of the spatial information provided by the produced floor plan by comparing the three items of Geumcheongyo Bridge location, Geumcheongyo Bridge and Jinseonmun Gate arrangement, and Geumcheon stone embankment location. The results confirmed the possibility of utilizing the floor plan as a useful tool which helps understand the appearance of the surroundings at the time of "Donggwoldo(東闕圖)" production because it is parallel to the excavation results of the Geumcheongyo Bridge and its context. Therefore, the present study is significant in that it seeks the possibility of producing spatial information recorded in "Donggwoldo(東闕圖)" by applying rubber sheeting transformation and consequently in that it presents a new methodology for understanding the appearance of the East Palace of the Late Joseon Period.
Abstract Perspective views provide a powerful depth cue and thus aid the interpretation of complicated images. The main drawback of current perspective volume rendering is the long execution time. In this paper, we present an efficient perspective volume rendering algorithm based on coherency between rays. Two sets of templates are built for the rays cast from horizontal and vertical scanlines in the intermediate image which is parallel to one of volume faces. Each sample along a ray is calculated by interpolating neighboring voxels with the pre-computed weights in the templates. We also solve the problem of uneven sampling rate due to perspective ray divergence by building more templates for the regions far away from a viewpoint. Since our algorithm operates in object-order, it can avoid redundant access to each voxel and exploit spatial data coherency by using run-length encoded volume. Experimental results show that the use of templates and the object-order processing with run-length encoded volume provide speedups, compared to the other approaches. Additionally, the image quality of our algorithm improves by solving uneven sampling rate due to perspective ray di vergence.
3D backprojection is a kind of reconstruction algorithm to generate volume data consisting of tomographic images, which provides spatial information of the original 3D data from hundreds of 2D projections. The computational time of backprojection increases in proportion to the size of volume data and the number of projection images since the value of every voxel in volume data is calculated by considering corresponding pixels from hundreds of projections. For the reduction of computational time, fast GPU based 3D backprojection methods have been studied recently and the performance of them has been improved significantly. This paper presents two multiple GPU based methods to maximize the parallelism of GPU and compares the efficiencies of two methods by considering both the number of projections and the size of volume data. The first method is to generate partial volume data independently for all projections after allocating a half size of volume data on each GPU. The second method is to acquire the entire volume data by merging the incomplete volume data of each GPU on CPU. The in-complete volume data is generated using the half size of projections after allocating the full size of volume data on each GPU. In experimental results, the first method performed better than the second method when the entire volume data can be allocated on GPU. Otherwise, the second method was efficient than the first one.
When the orientations of joints are measured on a rock exposure, there are frequent cases that are difficult to approach by the surveyor to the target joints or to set up scanlines on the slope. In this study, to complement such limit and weak points, a new algorithm was developed to interpret joint orientation from analyzing the images of rock slope. As a method of arranging the multiple images of a rock slope, the multistage convergent photographing system was introduced to overcome the limitation of photographing direction which existing method such as parallel stereophotogrammetric system has and to cover the range of image measurement, which is the overlapping area between the image pair, to a maximum extent. To determine camera parameters in the perspective projection equation that are the main elements of the analysis method, a new method was developed introducing three ground control points and single ground guide point. This method could be considered to be very simple compared with other existing methods using a number of ground control points and complicated analysis process. So the global coordinates of a specific point on a rock slope could be analyzed with this new method. The orientation of a joint could be calculated using the normal vector of the joint surface which can be derived from the global coordinates of several points on the joint surface analyzed from the images.
Interactive intervention of the human presenter is one of the important factors that make the visualization more effective. Rather than just showing the content, the presenter enhances the process of the information delivery by providing the context of visualization. In this paper, we define this as an augmented presentation. In augmented presentation concept, the presenter can facilitate presentation more actively by being fully immersed in the visualization space and reaching and interacting into digital information. In order to concrete the concept, we design presentation space that enables the presenter to be seamlessly immersed in the visualization. Also we increase the presenter's roles as a storyteller, controller and augmenter allowing the presenter to fully support communicative process between the audience and the visualization. Then, we present an augmented presentation system to verify the proposed concept. We rendered 3D visualization through a half-mirror film and a wall projection screen that are place in parallel and applied with stereoscopic images, then, spatially align the presenter inside the virtual visualization space. After that, we conduct a controlled experiment to investigate the subjective level of immersion and engagement of the audience to HoloStation compared to traditional presentation system. Our initial investigation suggests that the newly conceived augmented presentation has potential not only to enhance the information presentation but also to supports the delivery of visualization.
Computed tomography has widely been used to diagnose patient disease, and patient dose also increase rapidly. To reduce the patient dose by CT, various techniques have been applied. The iterative reconstruction is used in view of image reconstruction. Image quality of the reconstructed section image through algebraic reconstruction technique, one of iterative reconstruction methods, was examined by the normalized root mean square error. The computer program was written with the Visual C++ under the parallel beam geometry, Shepp-Logan head phantom of $512{\times}512$ size, projections of 360, and detector-pixels of 1,024. The forward and backward projection was realized by Joseph method. The minimum NRMS of 0.108 was obtained after 10 iterations in the regularization parameter of 0.09-0.12, and the optimum image was obtained after 8 and 6 iterations for 0.1% and 0.2% noise. Variation of optimum value of the regularization parameter was observed according to the phantom used. If the ART was used in the reconstruction, the optimal value of the regularization parameter should be found in the case-by-case. By finding the optimal regularization parameter in the algebraic reconstruction technique, the reconstruction time can be reduced.
Specular reflections provide the visual feedback that describes the material type of an object, its local shape, and lighting environment. In photorealistic rendering, there have been a number of research available to render specular reflections effectively based on a local reflection model. In traditional cel animations and cartoons, specular reflections plays important role in representing artistic intentions for an object and its related environment reflections, so the shapes of highlights are quite stylistic. In this paper, we present a method to render and control stylized specular reflections using projective textures based on principal curvature analysis. Specifying a texture as a pattern of a highlight and projecting the texture on the specular region of a given 3D model, we can obtain a stylized representation of specular reflections. For a given polygonal model, a view point, and a light source, we first find the maximum specular intensity point, and then locate the texture projector along the line parallel to the normal vector and passing through the point. The orientation of the projector is determined by the principal directions at the point. Finally, the size of the projection frustum is determined by the principal curvatures corresponding to the principal directions. The proposed method can control the position, orientation, and size of the specular reflection efficiently by translating the projector along the principal directions, rotating the projector about the normal vector, and scaling the principal curvatures, respectively. The method is be applicable to real-time applications such as cartoon style 3D games. We implement the method by Microsoft DirectX 9.0c SDK and programmable vertex/pixel shaders on Nvidia GeForce FX 7800 graphics subsystems. According to our experimental results, we can render and control the stylized specular reflections for a 3D model of several ten thousands of triangles in real-time.
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