• Title/Summary/Keyword: volume rendering

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Real-time Volume Rendering using Point-Primitive (포인트 프리미티브를 이용한 실시간 볼륨 렌더링 기법)

  • Kang, Dong-Soo;Shin, Byeong-Seok
    • Journal of Korea Multimedia Society
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    • v.14 no.10
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    • pp.1229-1237
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    • 2011
  • The volume ray-casting method is one of the direct volume rendering methods that produces high-quality images as well as manipulates semi-transparent object. Although the volume ray-casting method produces high-quality image by sampling in the region of interest, its rendering speed is slow since the color acquisition process is complicated for repetitive memory reference and accumulation of sample values. Recently, the GPU-based acceleration techniques are introduced. However, they require pre-processing or additional memory. In this paper, we propose efficient point-primitive based method to overcome complicated computation of GPU ray-casting. It presents semi-transparent objects, however it does not require preprocessing and additional memory. Our method is fast since it generates point-primitives from volume dataset during sampling process and it projects the primitives onto the image plane. Also, our method can easily cope with OTF change because we can add or delete point-primitive in real-time.

A Data Structure for Real-time Volume Ray Casting (실시간 볼륨 광선 투사법을 위한 자료구조)

  • Lim, Suk-Hyun;Shin, Byeong-Seok
    • Journal of the Korea Computer Graphics Society
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    • v.11 no.1
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    • pp.40-49
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    • 2005
  • Several optimization techniques have been proposed for volume ray casting, but these cannot achieve real-time frame rates. In addition, it is difficult to apply them to some applications that require perspective projection. Recently, hardware-based methods using 3D texture mapping are being used for real-time volume rendering. Although rendering speed approaches real time, the larger volumes require more swapping of volume bricks for the limited texture memory. Also, image quality deteriorates compared with that of conventional volume ray casting. In this paper, we propose a data structure for real-time volume ray casting named PERM (Precomputed dEnsity and gRadient Map). The PERM stores interpolated density and gradient vector for quantized cells. Since the information requiring time-consuming computations is stored in the PERM, our method can ensure interactive frame rates on a consumer PC platform. Our method normally produces high-quality images because it is based on conventional volume ray casting.

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Enhancement Techniques for GPU-Based Rendering of Participating Media (GPU 기반 반투과 매체 렌더링의 향상 기법)

  • Cha, Deuk-Hyun;Yi, Yong-Il;Ihm, In-Sung
    • Journal of KIISE:Computing Practices and Letters
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    • v.16 no.12
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    • pp.1165-1176
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    • 2010
  • In order to realistically visualize such participating media as cloud, smoke, and gas, the light transport process must be physically simulated inside the media. While it is known that this process is well described physically through the volume rendering equation, it usually takes a great deal of computation time for obtaining high-precision solutions. Recently, GPU-based, fast rendering methods have been proposed for the realistic simulation of participating media, however, there still remain several problems to be resolved. In this article, we describe our rendering techniques applied to enhance the performances and features of our GPU-assisted participating media renderer, and analyze how such efforts have actually improved the renderer. The presented techniques will be effectively used in volume renderers for creating various digital contents in the special effects industries.

Evaluation on Protrusion of the Imaginary Prostate Volume Using Three-Dimensional Volume Rendering (3차원 볼륨 렌더링을 이용한 가상 돌출형 전립선 부피 평가)

  • Seoung, Youl-Hun;Joo, Yong-Hyun;Rhim, Jae-Dong;Choe, Bo-Young
    • Progress in Medical Physics
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    • v.20 no.4
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    • pp.208-215
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    • 2009
  • This study is to compare the accuracy of evaluation regarding the volume of the prostate, which three-dimensional volume rendering was produced the shape of protrusion, by measuring two kinds of craniocaudal length from the top of the protrusion and from the exclusion of the protrusion as the starting points. For the imaginary protrusion prostate models, total of 10 models were roughly made by using devils-tongue jelly and changing each of the 10 ml of capacity from 10 ml to 100 ml. For the protrusion prostate models aimed at estimating the real volume, through 64 cannel computed tomography (CT) and 3.0 tesla magnetic resonance image (MRI) were conducted by planimetry technique from three-dimensional volume rendering. And then we performed to evaluate on significance of these volumes by wilcoxon signed rank test. Also the obtained volumes data by ellipsoid volume formula were measured the volume of protrusion prostate models two times with each method using the two kinds of craniocaudal length from top of the protrusion and from exclusion of the protrusion as the starting points. Finally, the significance of differences using wilcoxon signed rank test was evaluated between the real volume by planimetry technique and the measured volume by ellipsoid volume formula from three-dimensional volume rendering. The average of the protrusion length on the models was $0.90{\pm}0.18\;mm$ in CT and was $0.75{\pm}0.11\;mm$ in MRI. There were not statistically significant difference between MRI and CT from the volume of protrusion prostate models (p=0.414). In MRI (p=0.139) and CT (p=0.057), there were not statistically significant difference between the real volume by planimetry technique and the measured volume by ellipsoid volume from exclusion of the protrusion as the starting points. While, there were statistically significant difference between the real volume by planimetry technique and the measured volume by ellipsoid volume from top of the protrusion as the starting points in MRI (p=0.005) and CT (p=0.005). For the accurate measurement of the protrusion prostate models, the craniocaudal length of the prostate should be measured from the exclusion of the protrusion as the starting points.

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TAH(Total Artificial Heart) Fitting Trial Supported by 4D Volume Visualization Technique (4차원 체적 가시화 기법을 이용한 인공심장의 Fitting Trial)

  • Lee, Dong-Hyuk;Kim, Jong-Hyo;Min, Byong-Goo
    • Proceedings of the KOSOMBE Conference
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    • v.1997 no.05
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    • pp.161-162
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    • 1997
  • It is very useful to perform the surgery simulation before implanting TAH(Total Artificial Heart} in a patient. The space of chest and the shape of vessels are different from patient to patient. So, It is desirable to customize a TAH design to the anatomy structure of a patient. Several studies are performed to visualize and explain the 3D structure of heart. These studies are performed using 2-dimensional ref or mated images and simple measurement. Anatomy structure of a human heart is not so simple. It is 4dimensional structure ; 3-dimensional plus time, heart beating. 3-dimensional reconstruction schemes of medical images developed for about 10 years are usually categorized into two types of rendering technique ; surface rendering and volume rendering. Volume rendering is preferable in medical image processing field because this technique can be applied without considering the complexity of geometry and change of field of interest. The usable space in the chest of patient can be measured by 3D volume matching of patient trunk and TAH model. This space changes with time. In this research we have developed the 4-dimensional volume match program of patient and TAH model. 3-dimensional rendered set of volumes along time were used to simulate TAH fitting trial. The quantitative measurement from this simulation could be applied to customize TAH design.

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Transfer Function Optimization Using Crowd Sourcing (크라우드 소싱을 이용한 변환함수 최적화)

  • Nam, Jinhyun;Nam, Doohee
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.14 no.4
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    • pp.107-112
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    • 2014
  • This Study is Transfer function optimization plan of volume rendering of multi user environment. Each volume data, for appropriate transfer function, they should be adjusted parameter many times. To prevent this, we propose transfer function optimization plan using crowd sourcing. In multi user environment, we use weight value for reliability level for each user. Because transfer function parameter used previous users is provided next users, they can be used effectively optimized transfer function and can reduce attempts.

Medical Contents Visualization System for Smart Device (스마트 기기용 의료 콘텐츠를 위한 영상 가시화 시스템)

  • Kwon, Koojoo;Kang, Dong-Su;Kho, Youngihn;Shin, Byeong-Seok
    • Journal of Korea Multimedia Society
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    • v.15 no.10
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    • pp.1264-1272
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    • 2012
  • Three-dimensional volume rendering method which shows the inside of human body is widely used in medical imaging area. Existing medical imaging system using a volume rendering method already has provided a variety of three-dimensional results. Recently existing results in the medical imaging among physicians and patients to facilitate communication have been studied since smart device which has advantage of portability applied in the medical imaging. In this paper, we propose 3D volume visualization system for a relatively low spec portable smart devices by using 2D textures and we also implements 2D diagnostic images of portable medical imaging visualization system.

Hippocampus Volume Measurement for the determination of MCI

  • Jeon, Woong-Gi;Izmantoko, Yonny S.;Son, Ji-Hyeon;Choi, Heung-Kook
    • Journal of Korea Multimedia Society
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    • v.15 no.12
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    • pp.1449-1455
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    • 2012
  • This paper has developed a system for early diagnosis of senile dementia and mild cognitive impairment (MCI) by developing software to measure the volume of hippocampus. This software consists of two parts; segmentation and analysis. The segmentation part uses ROI and region growing to segment hippocampus region. On the other hand, the analysis part creates a volume rendering of hippocampus. This software is expected contribute in these research fields for dementia diagnosis and its medication planning.

Real-time Fluid Animation using Particle Dynamics Simulation and Pre-integrated Volume Rendering (입자 동역학 시뮬레이션과 선적분 볼륨 렌더링을 이용한 실시간 유체 애니메이션)

  • Lee Jeongjin;Kang Moon Koo;Kim Dongho;Shin Yeong Gil
    • Journal of KIISE:Computer Systems and Theory
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    • v.32 no.1
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    • pp.29-38
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    • 2005
  • The fluid animation procedure consists of physical simulation and visual rendering. In the physical simulation of fluids, the most frequently used practices are the numerical simulation of fluid particles using particle dynamics equations and the continuum analysis of flow via Wavier-Stokes equation. Particle dynamics method is fast in calculation, but the resulting fluid motion is conditionally unrealistic The method using Wavier-Stokes equation, on the contrary, yields lifelike fluid motion when properly conditioned, yet the complexity of calculation restrains this method from being used in real-time applications. Global illumination is generally successful in producing premium-Duality rendered images, but is also excessively slow for real-time applications. In this paper, we propose a rapid fluid animation method incorporating enhanced particle dynamics simulation method and pre-integrated volume rendering technique. The particle dynamics simulation of fluid flow was conducted in real-time using Lennard-Jones model, and the computation efficiency was enhanced such that a small number of particles can represent a significant volume. For real-time rendering, pre-integrated volume rendering method was used so that fewer slices than ever can construct seamless inter-laminar shades. The proposed method could successfully simulate and render the fluid motion in real time at an acceptable speed and visual quality.

Acceleration techniques for GPGPU-based Maximum Intensity Projection (GPGPU 환경에서 최대휘소투영 렌더링의 고속화 방법)

  • Kye, Hee-Won;Kim, Jun-Ho
    • Journal of Korea Multimedia Society
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    • v.14 no.8
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    • pp.981-991
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    • 2011
  • MIP(Maximum Intensity Projection) is a volume rendering technique which is essential for the medical imaging system. MIP rendering based on the ray casting method produces high quality images but takes a long time. Our aim is improvement of the rendering speed using GPGPU(General-purpose computing on Graphic Process Unit) technique. In this paper, we present the ray casting algorithm based on CUDA(an acronym for Compute Unified Device Architecture) which is a programming language for GPGPU and we suggest new acceleration methods for CUDA. In detail, we propose the block based space leaping which skips unnecessary regions of volume data for CUDA, the bisection method which is a fast method to find a block edge, and the initial value estimation method which improves the probability of space leaping. Due to the proposed methods, we noticeably improve the rendering speed without image quality degradation.