204,175 research outputs found

    An Overview of Rendering from Volume Data --- including Surface and Volume Rendering

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    Volume rendering is a title often ambiguously used in science. One meaning often quoted is: `to render any three volume dimensional data set'; however, within this categorisation `surface rendering'' is contained. Surface rendering is a technique for visualising a geometric representation of a surface from a three dimensional volume data set. A more correct definition of Volume Rendering would only incorporate the direct visualisation of volumes, without the use of intermediate surface geometry representations. Hence we state: `Volume Rendering is the Direct Visualisation of any three dimensional Volume data set; without the use of an intermediate geometric representation for isosurfaces'; `Surface Rendering is the Visualisation of a surface, from a geometric approximation of an isosurface, within a Volume data set'; where an isosurface is a surface formed from a cross connection of data points, within a volume, of equal value or density. This paper is an overview of both Surface Rendering and Volume Rendering techniques. Surface Rendering mainly consists of contouring lines over data points and triangulations between contours. Volume rendering methods consist of ray casting techniques that allow the ray to be cast from the viewing plane into the object and the transparency, opacity and colour calculated for each cell; the rays are often cast until an opaque object is `hit' or the ray exits the volume

    New techniques for the scientific visualization of three-dimensional multi-variate and vector fields

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    Volume rendering allows us to represent a density cloud with ideal properties (single scattering, no self-shadowing, etc.). Scientific visualization utilizes this technique by mapping an abstract variable or property in a computer simulation to a synthetic density cloud. This thesis extends volume rendering from its limitation of isotropic density clouds to anisotropic and/or noisy density clouds. Design aspects of these techniques are discussed that aid in the comprehension of scientific information. Anisotropic volume rendering is used to represent vector based quantities in scientific visualization. Velocity and vorticity in a fluid flow, electric and magnetic waves in an electromagnetic simulation, and blood flow within the body are examples of vector based information within a computer simulation or gathered from instrumentation. Understand these fields can be crucial to understanding the overall physics or physiology. Three techniques for representing three-dimensional vector fields are presented: Line Bundles, Textured Splats and Hair Splats. These techniques are aimed at providing a high-level (qualitative) overview of the flows, offering the user a substantial amount of information with a single image or animation. Non-homogenous volume rendering is used to represent multiple variables. Computer simulations can typically have over thirty variables, which describe properties whose understanding are useful to the scientist. Trying to understand each of these separately can be time consuming. Trying to understand any cause and effect relationships between different variables can be impossible. NoiseSplats is introduced to represent two or more properties in a single volume rendering of the data. This technique is also aimed at providing a qualitative overview of the flows

    Gradient-enhanced volume rendering: an image processing strategy to facilitate whole small bowel imaging with MRI

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    MRI of the small bowel with positive contrast from orally administered contrast agent is a promising non-invasive imaging method. The aim of our study was to introduce small bowel MRI in a display format that clinicians are accustomed to and that maximizes the amount of information visualized on a single image. Twelve healthy volunteers, median age 32years (range 18-49 years) participated in the study. A mixture of 20ml Gd-DOTA (Dotarem), 0.8g/kg body weight psyllium fibre (Metamucil) and 1.2l water were sequentially administered over a period of 4h. Imaging was performed on a 1.5Tunit (Philips Gyroscan, Intera). Fat-saturated, 3D, gradient echo imaging was performed while the patient was in apnea (30s). Bowel motion was reduced with 40mg intravenously administered scopolamine (Buscopan). A 3D, gradient-enhanced, volume rendering technique was applied to the 3D data sets. Standard projections [left anterior oblique (LAO), right anterior oblique (RAO), supine and prone] resembling conventional enteroclysis were successfully generated within fewer than 10min processing time. Reconstructions were reproducible and provided an entire overview of the small bowel. In addition thin-slab volume rendering allowed an overlap-free display of individual structures. Positive contrast from orally administered contrast agent, combined with a gradient enhanced volume rendering method, allows the reconstruction of the small bowel in a pattern resembling conventional double-contrast enteroclysis. Segmental display without overlay is possibl

    ์ง์ ‘ ๋ณผ๋ฅจ ๋ Œ๋”๋ง์—์„œ ์ ์ง„์  ๋ Œ์ฆˆ ์ƒ˜ํ”Œ๋ง์„ ์‚ฌ์šฉํ•œ ํ”ผ์‚ฌ๊ณ„ ์‹ฌ๋„ ๋ Œ๋”๋ง

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    ํ•™์œ„๋…ผ๋ฌธ (๋ฐ•์‚ฌ) -- ์„œ์šธ๋Œ€ํ•™๊ต ๋Œ€ํ•™์› : ๊ณต๊ณผ๋Œ€ํ•™ ์ „๊ธฐยท์ปดํ“จํ„ฐ๊ณตํ•™๋ถ€, 2021. 2. ์‹ ์˜๊ธธ.Direct volume rendering is a widely used technique for extracting information from 3D scalar fields acquired by measurement or numerical simulation. To visualize the structure inside the volume, the voxels scalar value is often represented by a translucent color. This translucency of direct volume rendering makes it difficult to perceive the depth between the nested structures. Various volume rendering techniques to improve depth perception are mainly based on illustrative rendering techniques, and physically based rendering techniques such as depth of field effects are difficult to apply due to long computation time. With the development of immersive systems such as virtual and augmented reality and the growing interest in perceptually motivated medical visualization, it is necessary to implement depth of field in direct volume rendering. This study proposes a novel method for applying depth of field effects to volume ray casting to improve the depth perception. By performing ray casting using multiple rays per pixel, objects at a distance in focus are sharply rendered and objects at an out-of-focus distance are blurred. To achieve these effects, a thin lens camera model is used to simulate rays passing through different parts of the lens. And an effective lens sampling method is used to generate an aliasing-free image with a minimum number of lens samples that directly affect performance. The proposed method is implemented without preprocessing based on the GPU-based volume ray casting pipeline. Therefore, all acceleration techniques of volume ray casting can be applied without restrictions. We also propose multi-pass rendering using progressive lens sampling as an acceleration technique. More lens samples are progressively used for ray generation over multiple render passes. Each pixel has a different final render pass depending on the predicted maximum blurring size based on the circle of confusion. This technique makes it possible to apply a different number of lens samples for each pixel, depending on the degree of blurring of the depth of field effects over distance. This acceleration method reduces unnecessary lens sampling and increases the cache hit rate of the GPU, allowing us to generate the depth of field effects at interactive frame rates in direct volume rendering. In the experiments using various data, the proposed method generated realistic depth of field effects in real time. These results demonstrate that our method produces depth of field effects with similar quality to the offline image synthesis method and is up to 12 times faster than the existing depth of field method in direct volume rendering.์ง์ ‘ ๋ณผ๋ฅจ ๋ Œ๋”๋ง(direct volume rendering, DVR)์€ ์ธก์ • ๋˜๋Š” ์ˆ˜์น˜ ์‹œ๋ฎฌ๋ ˆ์ด์…˜์œผ๋กœ ์–ป์€ 3์ฐจ์› ๊ณต๊ฐ„์˜ ์Šค์นผ๋ผ ํ•„๋“œ(3D scalar fields) ๋ฐ์ดํ„ฐ์—์„œ ์ •๋ณด๋ฅผ ์ถ”์ถœํ•˜๋Š”๋ฐ ๋„๋ฆฌ ์‚ฌ์šฉ๋˜๋Š” ๊ธฐ์ˆ ์ด๋‹ค. ๋ณผ๋ฅจ ๋‚ด๋ถ€์˜ ๊ตฌ์กฐ๋ฅผ ๊ฐ€์‹œํ™”ํ•˜๊ธฐ ์œ„ํ•ด ๋ณต์…€(voxel)์˜ ์Šค์นผ๋ผ ๊ฐ’์€ ์ข…์ข… ๋ฐ˜ํˆฌ๋ช…์˜ ์ƒ‰์ƒ์œผ๋กœ ํ‘œํ˜„๋œ๋‹ค. ์ด๋Ÿฌํ•œ ์ง์ ‘ ๋ณผ๋ฅจ ๋ Œ๋”๋ง์˜ ๋ฐ˜ํˆฌ๋ช…์„ฑ์€ ์ค‘์ฒฉ๋œ ๊ตฌ์กฐ ๊ฐ„ ๊นŠ์ด ์ธ์‹์„ ์–ด๋ ต๊ฒŒ ํ•œ๋‹ค. ๊นŠ์ด ์ธ์‹์„ ํ–ฅ์ƒ์‹œํ‚ค๊ธฐ ์œ„ํ•œ ๋‹ค์–‘ํ•œ ๋ณผ๋ฅจ ๋ Œ๋”๋ง ๊ธฐ๋ฒ•๋“ค์€ ์ฃผ๋กœ ์‚ฝํ™”ํ’ ๋ Œ๋”๋ง(illustrative rendering)์„ ๊ธฐ๋ฐ˜์œผ๋กœ ํ•˜๋ฉฐ, ํ”ผ์‚ฌ๊ณ„ ์‹ฌ๋„(depth of field, DoF) ํšจ๊ณผ์™€ ๊ฐ™์€ ๋ฌผ๋ฆฌ ๊ธฐ๋ฐ˜ ๋ Œ๋”๋ง(physically based rendering) ๊ธฐ๋ฒ•๋“ค์€ ๊ณ„์‚ฐ ์‹œ๊ฐ„์ด ์˜ค๋ž˜ ๊ฑธ๋ฆฌ๊ธฐ ๋•Œ๋ฌธ์— ์ ์šฉ์ด ์–ด๋ ต๋‹ค. ๊ฐ€์ƒ ๋ฐ ์ฆ๊ฐ• ํ˜„์‹ค๊ณผ ๊ฐ™์€ ๋ชฐ์ž…ํ˜• ์‹œ์Šคํ…œ์˜ ๋ฐœ์ „๊ณผ ์ธ๊ฐ„์˜ ์ง€๊ฐ์— ๊ธฐ๋ฐ˜ํ•œ ์˜๋ฃŒ์˜์ƒ ์‹œ๊ฐํ™”์— ๋Œ€ํ•œ ๊ด€์‹ฌ์ด ์ฆ๊ฐ€ํ•จ์— ๋”ฐ๋ผ ์ง์ ‘ ๋ณผ๋ฅจ ๋ Œ๋”๋ง์—์„œ ํ”ผ์‚ฌ๊ณ„ ์‹ฌ๋„๋ฅผ ๊ตฌํ˜„ํ•  ํ•„์š”๊ฐ€ ์žˆ๋‹ค. ๋ณธ ๋…ผ๋ฌธ์—์„œ๋Š” ์ง์ ‘ ๋ณผ๋ฅจ ๋ Œ๋”๋ง์˜ ๊นŠ์ด ์ธ์‹์„ ํ–ฅ์ƒ์‹œํ‚ค๊ธฐ ์œ„ํ•ด ๋ณผ๋ฅจ ๊ด‘์„ ํˆฌ์‚ฌ๋ฒ•์— ํ”ผ์‚ฌ๊ณ„ ์‹ฌ๋„ ํšจ๊ณผ๋ฅผ ์ ์šฉํ•˜๋Š” ์ƒˆ๋กœ์šด ๋ฐฉ๋ฒ•์„ ์ œ์•ˆํ•œ๋‹ค. ํ”ฝ์…€ ๋‹น ์—ฌ๋Ÿฌ ๊ฐœ์˜ ๊ด‘์„ ์„ ์‚ฌ์šฉํ•œ ๊ด‘์„ ํˆฌ์‚ฌ๋ฒ•(ray casting)์„ ์ˆ˜ํ–‰ํ•˜์—ฌ ์ดˆ์ ์ด ๋งž๋Š” ๊ฑฐ๋ฆฌ์— ์žˆ๋Š” ๋ฌผ์ฒด๋Š” ์„ ๋ช…ํ•˜๊ฒŒ ํ‘œํ˜„๋˜๊ณ  ์ดˆ์ ์ด ๋งž์ง€ ์•Š๋Š” ๊ฑฐ๋ฆฌ์— ์žˆ๋Š” ๋ฌผ์ฒด๋Š” ํ๋ฆฌ๊ฒŒ ํ‘œํ˜„๋œ๋‹ค. ์ด๋Ÿฌํ•œ ํšจ๊ณผ๋ฅผ ์–ป๊ธฐ ์œ„ํ•˜์—ฌ ๋ Œ์ฆˆ์˜ ์„œ๋กœ ๋‹ค๋ฅธ ๋ถ€๋ถ„์„ ํ†ต๊ณผํ•˜๋Š” ๊ด‘์„ ๋“ค์„ ์‹œ๋ฎฌ๋ ˆ์ด์…˜ ํ•˜๋Š” ์–‡์€ ๋ Œ์ฆˆ ์นด๋ฉ”๋ผ ๋ชจ๋ธ(thin lens camera model)์ด ์‚ฌ์šฉ๋˜์—ˆ๋‹ค. ๊ทธ๋ฆฌ๊ณ  ์„ฑ๋Šฅ์— ์ง์ ‘์ ์œผ๋กœ ์˜ํ–ฅ์„ ๋ผ์น˜๋Š” ๋ Œ์ฆˆ ์ƒ˜ํ”Œ์€ ์ตœ์ ์˜ ๋ Œ์ฆˆ ์ƒ˜ํ”Œ๋ง ๋ฐฉ๋ฒ•์„ ์‚ฌ์šฉํ•˜์—ฌ ์ตœ์†Œํ•œ์˜ ๊ฐœ์ˆ˜๋ฅผ ๊ฐ€์ง€๊ณ  ์•จ๋ฆฌ์–ด์‹ฑ(aliasing)์ด ์—†๋Š” ์ด๋ฏธ์ง€๋ฅผ ์ƒ์„ฑํ•˜์˜€๋‹ค. ์ œ์•ˆํ•œ ๋ฐฉ๋ฒ•์€ ๊ธฐ์กด์˜ GPU ๊ธฐ๋ฐ˜ ๋ณผ๋ฅจ ๊ด‘์„ ํˆฌ์‚ฌ๋ฒ• ํŒŒ์ดํ”„๋ผ์ธ ๋‚ด์—์„œ ์ „์ฒ˜๋ฆฌ ์—†์ด ๊ตฌํ˜„๋œ๋‹ค. ๋”ฐ๋ผ์„œ ๋ณผ๋ฅจ ๊ด‘์„ ํˆฌ์‚ฌ๋ฒ•์˜ ๋ชจ๋“  ๊ฐ€์†ํ™” ๊ธฐ๋ฒ•์„ ์ œํ•œ์—†์ด ์ ์šฉํ•  ์ˆ˜ ์žˆ๋‹ค. ๋˜ํ•œ ๊ฐ€์† ๊ธฐ์ˆ ๋กœ ๋ˆ„์ง„ ๋ Œ์ฆˆ ์ƒ˜ํ”Œ๋ง(progressive lens sampling)์„ ์‚ฌ์šฉํ•˜๋Š” ๋‹ค์ค‘ ํŒจ์Šค ๋ Œ๋”๋ง(multi-pass rendering)์„ ์ œ์•ˆํ•œ๋‹ค. ๋” ๋งŽ์€ ๋ Œ์ฆˆ ์ƒ˜ํ”Œ๋“ค์ด ์—ฌ๋Ÿฌ ๋ Œ๋” ํŒจ์Šค๋“ค์„ ๊ฑฐ์น˜๋ฉด์„œ ์ ์ง„์ ์œผ๋กœ ์‚ฌ์šฉ๋œ๋‹ค. ๊ฐ ํ”ฝ์…€์€ ์ฐฉ๋ž€์›(circle of confusion)์„ ๊ธฐ๋ฐ˜์œผ๋กœ ์˜ˆ์ธก๋œ ์ตœ๋Œ€ ํ๋ฆผ ์ •๋„์— ๋”ฐ๋ผ ๋‹ค๋ฅธ ์ตœ์ข… ๋ Œ๋”๋ง ํŒจ์Šค๋ฅผ ๊ฐ–๋Š”๋‹ค. ์ด ๊ธฐ๋ฒ•์€ ๊ฑฐ๋ฆฌ์— ๋”ฐ๋ฅธ ํ”ผ์‚ฌ๊ณ„ ์‹ฌ๋„ ํšจ๊ณผ์˜ ํ๋ฆผ ์ •๋„์— ๋”ฐ๋ผ ๊ฐ ํ”ฝ์…€์— ๋‹ค๋ฅธ ๊ฐœ์ˆ˜์˜ ๋ Œ์ฆˆ ์ƒ˜ํ”Œ์„ ์ ์šฉํ•  ์ˆ˜ ์žˆ๊ฒŒ ํ•œ๋‹ค. ์ด๋Ÿฌํ•œ ๊ฐ€์†ํ™” ๋ฐฉ๋ฒ•์€ ๋ถˆํ•„์š”ํ•œ ๋ Œ์ฆˆ ์ƒ˜ํ”Œ๋ง์„ ์ค„์ด๊ณ  GPU์˜ ์บ์‹œ(cache) ์ ์ค‘๋ฅ ์„ ๋†’์—ฌ ์ง์ ‘ ๋ณผ๋ฅจ ๋ Œ๋”๋ง์—์„œ ์ƒํ˜ธ์ž‘์šฉ์ด ๊ฐ€๋Šฅํ•œ ํ”„๋ ˆ์ž„ ์†๋„๋กœ ํ”ผ์‚ฌ๊ณ„ ์‹ฌ๋„ ํšจ๊ณผ๋ฅผ ๋ Œ๋”๋ง ํ•  ์ˆ˜ ์žˆ๊ฒŒ ํ•œ๋‹ค. ๋‹ค์–‘ํ•œ ๋ฐ์ดํ„ฐ๋ฅผ ์‚ฌ์šฉํ•œ ์‹คํ—˜์—์„œ ์ œ์•ˆํ•œ ๋ฐฉ๋ฒ•์€ ์‹ค์‹œ๊ฐ„์œผ๋กœ ์‚ฌ์‹ค์ ์ธ ํ”ผ์‚ฌ๊ณ„ ์‹ฌ๋„ ํšจ๊ณผ๋ฅผ ์ƒ์„ฑํ–ˆ๋‹ค. ์ด๋Ÿฌํ•œ ๊ฒฐ๊ณผ๋Š” ์šฐ๋ฆฌ์˜ ๋ฐฉ๋ฒ•์ด ์˜คํ”„๋ผ์ธ ์ด๋ฏธ์ง€ ํ•ฉ์„ฑ ๋ฐฉ๋ฒ•๊ณผ ์œ ์‚ฌํ•œ ํ’ˆ์งˆ์˜ ํ”ผ์‚ฌ๊ณ„ ์‹ฌ๋„ ํšจ๊ณผ๋ฅผ ์ƒ์„ฑํ•˜๋ฉด์„œ ์ง์ ‘ ๋ณผ๋ฅจ ๋ Œ๋”๋ง์˜ ๊ธฐ์กด ํ”ผ์‚ฌ๊ณ„ ์‹ฌ๋„ ๋ Œ๋”๋ง ๋ฐฉ๋ฒ•๋ณด๋‹ค ์ตœ๋Œ€ 12๋ฐฐ๊นŒ์ง€ ๋น ๋ฅด๋‹ค๋Š” ๊ฒƒ์„ ๋ณด์—ฌ์ค€๋‹ค.CHAPTER 1 INTRODUCTION 1 1.1 Motivation 1 1.2 Dissertation Goals 5 1.3 Main Contributions 6 1.4 Organization of Dissertation 8 CHAPTER 2 RELATED WORK 9 2.1 Depth of Field on Surface Rendering 10 2.1.1 Object-Space Approaches 11 2.1.2 Image-Space Approaches 15 2.2 Depth of Field on Volume Rendering 26 2.2.1 Blur Filtering on Slice-Based Volume Rendering 28 2.2.2 Stochastic Sampling on Volume Ray Casting 30 CHAPTER 3 DEPTH OF FIELD VOLUME RAY CASTING 33 3.1 Fundamentals 33 3.1.1 Depth of Field 34 3.1.2 Camera Models 36 3.1.3 Direct Volume Rendering 42 3.2 Geometry Setup 48 3.3 Lens Sampling Strategy 53 3.3.1 Sampling Techniques 53 3.3.2 Disk Mapping 57 3.4 CoC-Based Multi-Pass Rendering 60 3.4.1 Progressive Lens Sample Sequence 60 3.4.2 Final Render Pass Determination 62 CHAPTER 4 GPU IMPLEMENTATION 66 4.1 Overview 66 4.2 Rendering Pipeline 67 4.3 Focal Plane Transformation 74 4.4 Lens Sample Transformation 76 CHAPTER 5 EXPERIMENTAL RESULTS 78 5.1 Number of Lens Samples 79 5.2 Number of Render Passes 82 5.3 Render Pass Parameter 84 5.4 Comparison with Previous Methods 87 CHAPTER 6 CONCLUSION 97 Bibliography 101 Appendix 111Docto

    Interactive volume visualization with WebGl

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    Web-based applications have become increasingly popular in many areas and advances in web-based 3D graphics were made accordingly. In this context, we present a web based implementation of volume rendering using the relatively new WebGL API for interactive 3D graphics. An overview of the theoretical background of volume rendering as well as of the common approaches for a GPU implementation is given, followed by detailed description of our implementation with WebGL. Afterwards the implementation of advanced features is covered, before a short introduction to X3DOM, as a possible alternative for web based volume visualization, is given. It is the aim of this work to incorporate both basic and advanced methods of volume rendering and to achieve interactive framerates with WebGL, using the power of client-side graphics hardware. With regard to that, the result of our implementation is discussed by evaluating its performance and by comparing it to an alternative solution. Finally, we draw a conclusion of our work and point out possible future work and improvements

    Virtual liver biopsy: image processing and 3D visualization

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    Coordinated Schematization for Visualizing Mobility Patterns on Networks

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    GPS trajectories of vehicles moving on a road network are a valuable source of traffic information. However, the sheer volume of available data makes it challenging to identify and visualize salient patterns. Meaningful visual summaries of trajectory collections require that both the trajectories and the underlying network are aggregated and simplified in a coherent manner. In this paper we propose a coordinated fully-automated pipeline for computing a schematic overview of mobility patterns from a collection of trajectories on a street network. Our pipeline utilizes well-known building blocks from GIS, automated cartography, and trajectory analysis: map matching, road selection, schematization, movement patterns, and metro-map style rendering. We showcase the results of our pipeline on two real-world trajectory collections around The Hague and Beijing
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