546 research outputs found

    Reducing artifacts in surface meshes extracted from binary volumes

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    We present a mesh filtering method for surfaces extracted from binary volume data which guarantees a smooth and correct representation of the original binary sampled surface, even if the original volume data is inaccessible or unknown. This method reduces the typical block and staircase artifacts but adheres to the underlying binary volume data yielding an accurate and smooth representation. The proposed method is closest to the technique of Constrained Elastic Surface Nets (CESN). CESN is a specialized surface extraction method with a subsequent iterative smoothing process, which uses the binary input data as a set of constraints. In contrast to CESN, our method processes surface meshes extracted by means of Marching Cubes and does not require the binary volume. It acts directly and solely on the surface mesh and is thus feasible even for surface meshes of inaccessible or unknown volume data. This is possible by reconstructing information concerning the binary volume from artifacts in the extracted mesh and applying a relaxation method constrained to the reconstructed information

    Tool for 3D analysis and segmentation of retinal layers in volumetric SD-OCT images

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    With the development of optical coherence tomography in the spectral domain (SD-OCT), it is now possible to quickly acquire large volumes of images. Typically analyzed by a specialist, the processing of the images is quite slow, consisting on the manual marking of features of interest in the retina, including the determination of the position and thickness of its different layers. This process is not consistent, the results are dependent on the clinician perception and do not take advantage of the technology, since the volumetric information that it currently provides is ignored. Therefore is of medical and technological interest to make a three-dimensional and automatic processing of images resulting from OCT technology. Only then we will be able to collect all the information that these images can give us and thus improve the diagnosis and early detection of eye pathologies. In addition to the 3D analysis, it is also important to develop visualization tools for the 3D data. This thesis proposes to apply 3D graphical processing methods to SD-OCT retinal images, in order to segment retinal layers. Also, to analyze the 3D retinal images and the segmentation results, a visualization interface that allows displaying images in 3D and from different perspectives is proposed. The work was based on the use of the Medical Imaging Interaction Toolkit (MITK), which includes other open-source toolkits. For this study a public database of SD-OCT retinal images will be used, containing about 360 volumetric images of healthy and pathological subjects. The software prototype allows the user to interact with the images, apply 3D filters for segmentation and noise reduction and render the volume. The detection of three surfaces of the retina is achieved through intensity-based edge detection methods with a mean error in the overall retina thickness of 3.72 0.3 pixels

    3D time series analysis of cell shape using Laplacian approaches

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    Background: Fundamental cellular processes such as cell movement, division or food uptake critically depend on cells being able to change shape. Fast acquisition of three-dimensional image time series has now become possible, but we lack efficient tools for analysing shape deformations in order to understand the real three-dimensional nature of shape changes. Results: We present a framework for 3D+time cell shape analysis. The main contribution is three-fold: First, we develop a fast, automatic random walker method for cell segmentation. Second, a novel topology fixing method is proposed to fix segmented binary volumes without spherical topology. Third, we show that algorithms used for each individual step of the analysis pipeline (cell segmentation, topology fixing, spherical parameterization, and shape representation) are closely related to the Laplacian operator. The framework is applied to the shape analysis of neutrophil cells. Conclusions: The method we propose for cell segmentation is faster than the traditional random walker method or the level set method, and performs better on 3D time-series of neutrophil cells, which are comparatively noisy as stacks have to be acquired fast enough to account for cell motion. Our method for topology fixing outperforms the tools provided by SPHARM-MAT and SPHARM-PDM in terms of their successful fixing rates. The different tasks in the presented pipeline for 3D+time shape analysis of cells can be solved using Laplacian approaches, opening the possibility of eventually combining individual steps in order to speed up computations

    Validating Stereoscopic Volume Rendering

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    The evaluation of stereoscopic displays for surface-based renderings is well established in terms of accurate depth perception and tasks that require an understanding of the spatial layout of the scene. In comparison direct volume rendering (DVR) that typically produces images with a high number of low opacity, overlapping features is only beginning to be critically studied on stereoscopic displays. The properties of the specific images and the choice of parameters for DVR algorithms make assessing the effectiveness of stereoscopic displays for DVR particularly challenging and as a result existing literature is sparse with inconclusive results. In this thesis stereoscopic volume rendering is analysed for tasks that require depth perception including: stereo-acuity tasks, spatial search tasks and observer preference ratings. The evaluations focus on aspects of the DVR rendering pipeline and assess how the parameters of volume resolution, reconstruction filter and transfer function may alter task performance and the perceived quality of the produced images. The results of the evaluations suggest that the transfer function and choice of recon- struction filter can have an effect on the performance on tasks with stereoscopic displays when all other parameters are kept consistent. Further, these were found to affect the sensitivity and bias response of the participants. The studies also show that properties of the reconstruction filters such as post-aliasing and smoothing do not correlate well with either task performance or quality ratings. Included in the contributions are guidelines and recommendations on the choice of pa- rameters for increased task performance and quality scores as well as image based methods of analysing stereoscopic DVR images

    Improving Filtering for Computer Graphics

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    When drawing images onto a computer screen, the information in the scene is typically more detailed than can be displayed. Most objects, however, will not be close to the camera, so details have to be filtered out, or anti-aliased, when the objects are drawn on the screen. I describe new methods for filtering images and shapes with high fidelity while using computational resources as efficiently as possible. Vector graphics are everywhere, from drawing 3D polygons to 2D text and maps for navigation software. Because of its numerous applications, having a fast, high-quality rasterizer is important. I developed a method for analytically rasterizing shapes using wavelets. This approach allows me to produce accurate 2D rasterizations of images and 3D voxelizations of objects, which is the first step in 3D printing. I later improved my method to handle more filters. The resulting algorithm creates higher-quality images than commercial software such as Adobe Acrobat and is several times faster than the most highly optimized commercial products. The quality of texture filtering also has a dramatic impact on the quality of a rendered image. Textures are images that are applied to 3D surfaces, which typically cannot be mapped to the 2D space of an image without introducing distortions. For situations in which it is impossible to change the rendering pipeline, I developed a method for precomputing image filters over 3D surfaces. If I can also change the pipeline, I show that it is possible to improve the quality of texture sampling significantly in real-time rendering while using the same memory bandwidth as used in traditional methods
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