• Title/Summary/Keyword: Volume Raycasting

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Interlaced Scanning Volume Raycasting (비월주사식 볼륨 광선 투사법)

  • Choi, Ei-Kyu;Shin, Byeong-Seok
    • Journal of Korea Game Society
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    • v.9 no.4
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    • pp.89-96
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    • 2009
  • In general, the size of volume data is large since it has logical 3D structure so it takes long time to manipulate. Much work has been done to improve processing speed of volume data. In this paper, we propose a interlaced scanning volume rendering that reduce computation time by using temporal coherence with minimum loss of image quality. It renders a current frame by reusing information of previous frame. Conventional volume raycasting renders each frame by casting rays on every pixels. On the other hand, our methods divided an image into n-pixel blocks, then it casts a ray on a pixel of a block per each frames. Consequently, it generates an image by accumulating pixel values of previous n frames. The quality of rendered image of our method is better than that of simple screen space subsampling method since it uses afterimage effect of human cognitive system, and it is n-times faster that the previous one.

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Interactive Virtual Anthroscopy Using Isosurface Raycasting Based on Min-Max Map (최대-최소맵 기반 등위면 광선투사법을 이용한 대화식 가상 관절경)

  • 임석현;신병석
    • Journal of Biomedical Engineering Research
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    • v.25 no.2
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    • pp.103-109
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    • 2004
  • A virtual arthroscopy is a simulation of optical arthroscopy that reconstructs anatomical structures from tomographic images in joint region such as a knee, a shoulder and a wrist. In this paper, we propose a virtual arthroscopy based on isosurface raycasting, which is a kind of volume rendering methods for generating 3D images within a short time. Our method exploits a spatial data structure called min-max map to produce high-quality images in near real-time. Also we devise a physically-based camera control model using potential field. So a virtual camera can fly through in articular cavity without restriction. Using the high-speed rendering method and realistic camera control model, we developed a virtual arthroscopy system.

A Study on Accelerative Algorithm for Medical Images Volume Rendering (의료영상의 체적가시화를 위한 가속 알고리즘에 관한 연구)

  • 임현우;이동혁;정용규
    • Proceedings of the Korea Multimedia Society Conference
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    • 2000.11a
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    • pp.228-233
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    • 2000
  • 체적가시화(Volume Rendering)는 단면촬영기나 표면인식치 등을 이용해 읽어 들인 Data를 원래의 형태로 화면상에 보여 주는 것으로 일반적인 방법이 Sur face Rendering과 Volume Rendering이 있다. Volume Rendering은 Data 처리속도 문제와 한정적인 메모리 양으로 인해 지존의 알고리즘을 그대로 적용하는 경우 실시간 가시화가 힘들 뿐만 아니라 3차원 영상의 질이 저하되는 문제가 있었다 따라서, 본 연구는 3차원 영상의 질 저하 없이 실시간으로 MR Angio의 3차원 Volume 가시화를 구현한다 본 연구해서 사용되는 속도 개선 알고리즘은 Marc Levoy가 제안한 8진Tree(Octree) 자료구조를 이용하며, 또한 Volume Data 내에 존재하는 공기와 같이 가시화될 필요가 없는 부분에 대해 불필요한 계산을 피하고 가시화하고자 하는 부분만을 계산함으로써 Rendering에 소요되는 시간을 줄이는 방법을 사용한다.

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Efficient Computation of Isosurface Curvatures on GPUs Based on the de Boor Algorithm (드 부어 알고리즘을 이용한 GPU에서의 효율적인 등가면 곡률 계산)

  • Kim, Minho
    • Journal of the Korea Computer Graphics Society
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    • v.23 no.3
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    • pp.47-54
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    • 2017
  • In this paper, we propose an improved curvature-based GPU (Graphics Processing Unit) isosurface ray-casting technique. Our method adopts the fast evaluation method proposed by Sigg et al. [1] to find the isosurface, but replaces the computation of the gradient and Hessian with the de Boor algorithm. In this way, we can reduce the number of additional texture fetches from 84 to 27 thus improving the performance by up to ${\approx}30%$, depending on the platforms.