5,821 research outputs found

    Volume ray casting techniques and applications using general purpose computations on graphics processing units

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    Traditional 3D computer graphics focus on rendering the exterior of objects. Volume rendering is a technique used to visualize information corresponding to the interior of an object, commonly used in medical imaging and other fields. Visualization of such data may be accomplished by ray casting; an embarrassingly parallel algorithm also commonly used in ray tracing. There has been growing interest in performing general purpose computations on graphics processing units (GPGPU), which are capable exploiting parallel applications and yielding far greater performance than sequential implementations on CPUs. Modern GPUs allow for rapid acceleration of volume rendering applications, offering affordable high performance visualization systems. This thesis explores volume ray casting performance and visual quality enhancements using the NVIDIA CUDA platform, and demonstrates how high quality volume renderings can be produced with interactive and real time frame rates on modern commodity graphics hardware. A number of techniques are employed in this effort, including early ray termination, super sampling and texture filtering. In a performance comparison of a sequential versus CUDA implementation on high-end hardware, the latter is capable of rendering 60 frames per second with an impressive price-performance ratio heavily favoring GPUs. A number of unique volume rendering applications are explored including multiple volume rendering capable of arbitrary placement and rigid volume registration, hypertexturing and stereoscopic anaglyphs, each greatly enhanced by the real time interaction of volume data. The techniques and applications discussed in this thesis may prove to be invaluable tools in fields such as medical and molecular imaging, flow and scientific visualization, engineering drawing and many others

    Inviwo -- A Visualization System with Usage Abstraction Levels

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    The complexity of today's visualization applications demands specific visualization systems tailored for the development of these applications. Frequently, such systems utilize levels of abstraction to improve the application development process, for instance by providing a data flow network editor. Unfortunately, these abstractions result in several issues, which need to be circumvented through an abstraction-centered system design. Often, a high level of abstraction hides low level details, which makes it difficult to directly access the underlying computing platform, which would be important to achieve an optimal performance. Therefore, we propose a layer structure developed for modern and sustainable visualization systems allowing developers to interact with all contained abstraction levels. We refer to this interaction capabilities as usage abstraction levels, since we target application developers with various levels of experience. We formulate the requirements for such a system, derive the desired architecture, and present how the concepts have been exemplary realized within the Inviwo visualization system. Furthermore, we address several specific challenges that arise during the realization of such a layered architecture, such as communication between different computing platforms, performance centered encapsulation, as well as layer-independent development by supporting cross layer documentation and debugging capabilities

    Video Processing Acceleration using Reconfigurable Logic and Graphics Processors

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    A vexing question is `which architecture will prevail as the core feature of the next state of the art video processing system?' This thesis examines the substitutive and collaborative use of the two alternatives of the reconfigurable logic and graphics processor architectures. A structured approach to executing architecture comparison is presented - this includes a proposed `Three Axes of Algorithm Characterisation' scheme and a formulation of perfor- mance drivers. The approach is an appealing platform for clearly defining the problem, assumptions and results of a comparison. In this work it is used to resolve the advanta- geous factors of the graphics processor and reconfigurable logic for video processing, and the conditions determining which one is superior. The comparison results prompt the exploration of the customisable options for the graphics processor architecture. To clearly define the architectural design space, the graphics processor is first identifed as part of a wider scope of homogeneous multi-processing element (HoMPE) architectures. A novel exploration tool is described which is suited to the investigation of the customisable op- tions of HoMPE architectures. The tool adopts a systematic exploration approach and a high-level parameterisable system model, and is used to explore pre- and post-fabrication customisable options for the graphics processor. A positive result of the exploration is the proposal of a reconfigurable engine for data access (REDA) to optimise graphics processor performance for video processing-specific memory access patterns. REDA demonstrates the viability of the use of reconfigurable logic as collaborative `glue logic' in the graphics processor architecture

    Advanced Augmented Reality Telestration Techniques With Applications In Laparoscopic And Robotic Surgery

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    The art of teaching laparoscopic or robotic surgery currently has a primary reliance on an expert surgeon tutoring a student during a live surgery. During these operations, surgeons are viewing the inside of the body through a manipulatable camera. Due to the viewpoint translation and narrow field of view, these techniques have a substantial learning curve in order to gain the mastery necessary to operate safely. In addition to moving and rotating the camera, the surgeon must also manipulate tools inserted into the body. These tools are only visible on camera, and pass through a pivot point on the body that, in non-robotic cases, reverses their directions of motion when compared to the surgeon\u27s hands. These difficulties spurred on this dissertation. The main hypothesis of this research is that advanced augmented reality techniques can improve telementoring for use between expert surgeons and surgical students. In addition, it can provide a better method of communication between surgeon and camera operator. This research has two specific aims: (1) Create a head-mounted direction of focus indicator to provide non-verbal assistance for camera operation. A system was created to track where the surgeon is looking and provides augmented reality cues to the camera operator explaining the camera desires of the surgeon. (2) Create a hardware / software environment for the tracking of a camera and an object, allowing for the display of registered pre-operative imaging that can be manipulated during the procedure. A set of augmented reality cues describing the translation, zoom, and roll of a laparoscopic camera were developed for Aim 1. An experiment was run to determine whether using augmented reality cues or verbal cues was faster and more efficient at acquiring targets on camera at a specific location, zoom level, and roll angle. The study found that in all instances, the augmented reality cues resulted in faster completion of the task with better economy of movement than with the verbal cues. A large number of environmentally registered augmented reality telestration and visualization features were added to a hardware / software platform for Aim 2. The implemented manipulation of pre-operative imaging and the ability to provide different types of registered annotation in the working environment has provided numerous examples of improved utility in telementoring systems. The results of this work provide potential improvements to the utilization of pre-operative imaging in the operating room, to the effectiveness of telementoring as a surgical teaching tool, and to the effective communication between the surgeon and the camera operator in laparoscopic surgery

    Interactive deformation and visualization of level set surfaces using graphics hardware

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    Journal ArticleDeformable isosurfaces, implemented with level-set methods, have demonstrated a great potential in visualization for applications such as segmentation, surface processing, and surface reconstruction. Their usefulness has been limited, however, by their high computational cost and and reliance on significant parameter tuning. This paper presents a solution to these challenges by describing graphics processor (GPU) based algorithms for solving and visualizing levelset solutions at interactive rates. Our efficient GPU-based solution relies on packing the level-set isosurface data into a dynamic, sparse texture format. As the level set moves, this sparse data structure is updated via a novel GPU to CPU message passing scheme. When the level-set solver is integrated with a real-time volume renderer operating on the same packed format, a user can visualize and steer the deformable level-set surface as it evolves. In addition, the resulting isosurface can serve as a region-of-interest specifier for the volume renderer. This paper demonstrates the capabilities of this technology for interactive volume visualization and segmentation

    Interactive real-time three-dimensional visualisation of virtual textiles

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    Virtual textile databases provide a cost-efficient alternative to the use of existing hardcover sample catalogues. By taking advantage of the high performance features offered by the latest generation of programmable graphics accelerator boards, it is possible to combine photometric stereo methods with 3D visualisation methods to implement a virtual textile database. In this thesis, we investigate and combine rotation invariant texture retrieval with interactive visualisation techniques. We use a 3D surface representation that is a generic data representation that allows us to combine real-time interactive 3D visualisation methods with present day texture retrieval methods. We begin by investigating the most suitable data format for the 3D surface representation and identify relief-mapping combined with Bézier surfaces as the most suitable 3D surface representations for our needs, and go on to describe how these representation can be combined for real-time rendering. We then investigate ten different methods of implementing rotation invariant texture retrieval using feature vectors. These results show that first order statistics in the form of histogram data are very effective for discriminating colour albedo information, while rotation invariant gradient maps are effective for distinguishing between different types of micro-geometry using either first or second order statistics.Engineering and physical Sciences Research (EPSRC
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