Direct Volume Rendering Elvins
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1 Direct Volume Rendering Elvins 1 Principle: rendering of scalar volume data with cloud-like, semi-transparent effects forward mapping object-order backward mapping image-order data volume screen voxel projection projected tetrahedra splatting screen data volume ray casting integration methods
2 Direct Volume Rendering 2
3 Voxel projection 3 forward projection FTB BTF FTB = Front to Back BTF = Back to Front For each voxel layer: for each voxel from layer: classify voxel value if voxel selected: - compute color from classification and shading - project to screen
4 Projection order BTF = Back to Front 4 screen layer data volume determine axis of data volume with smallest angle with screen start with most distant layer Order of voxel in layer: start with most distant voxel
5 Ray casting 5
6 Ray casting algorithm 6 Fire a ray and then: 1. find intersection with voxel and use interpolation to obtain value 2. use transfer function to find colour and opacity 3. compute shading and opacity attenuation (optional) 4. apply weighting formula to combine colour and opacity 5. step along the ray
7 Composite transfer function 7 Steps: Classification: determine transfer function. TF: map scalar values to colour, opacity and material Ray casting
8 How to determine the transfer function? 8 determine what is present in the data and what you want to see find the boundaries between materials by thresholding make up a value for the opacity (depends on what you want to see) make a test image repeat the procedure until satisfied
9 Ray casting 9 I s(x) U I X U
10 Color merging 10 Merging of semi-transparent objects in depth order: C i, O i = accumulated color, opacity after adding object i with color c i and opacity o i front-to-back C i = (1 O i 1 )c i + C i 1 O i = (1 O i 1 )o i + O i 1 back-to-front C i = (1 o i )C i 1 + c i O i = (1 o i )O i 1 + o i
11 Ray casting: (dis)advantages 11 + high image quality dependent on number of pixels viewpoint dependent computationally intensive
12 Ray casting options 12 thresholding: detection of certain value iso-value! cutting: map values at specific depth maximum intensity projection: maximal value per ray localize and map visible objects: voxels with certain membership label
13 Maximum intensity projection (MIP) 13 works well on noisy data 3D structure difficult to understand sequence of images Useful to get an impression of what data looks like.
14 3D Magnetic Resonance Angiography 14 MIP with Closest Vessel Projection. 256x256x148 MRA data (Courtesy: AZU).
15 Examples of transfer functions 15 maximum average composite
16 Example: foot data 16 Tissue Value Opacity skin % bone %
17 Gradient shading 17 Principle: determine normal of surfaces in scalar data volumes for shading of semi-transparent clouds * Z-buffer gradient shading surfaces based on depth-buffer * Depth value Z(x, y), gradient Z = ( Z x, Z y, 1). * Approximate by: w(z(x, y) Z(x 1, y)) (w = weight function) screen pixel (i,j) Nz pixel (i+1,j) z-buffer value
18 Gradient shading 18 N = normal of surface for determination of color (in the sense of shading) N = magnitude of surface for computation of opacity (in the sense of presence, visibility)
19 Grey-level gradient shading 19 Principle: surfaces based on data itself: density surfaces N s = s s(i + 1, j, k) s(i 1, j, k) s(i, j + 1, k) s(i, j 1, k) s(i, j, k + 1) s(i, j, k 1)
20 Unshaded vs. shaded 20
21 Adaptive gradient shading 21 s(i,j,k) i-1 i i+1 i-1 i i+1 i-1 i i+1 Goal: removing small artifacts, like sharp edges
22 (Dis)advantages of shading 22 May interfere with interpretation MIP: dark low values in scalar data shaded: dark low values in scalar data or gradient points away from light source 3D structure in most cases clear (occlusion, lighting, motion parallax)
23 Advanced volume visualization 23 Combining surface rendering with ray casting. Steps involved: 1. render geometry 2. use depths in Z-buffer as start and end points of rays 3. perform ray casting 4. combine results into one image
24 Combined surface rendering ray casting 24 Mpeg movie: skin: surface rendering bones: ray casting
25 Combined surface rendering ray casting 25 Data: visible human ( human.html)
26 Multimodality 3D rendering 26 SPECT functional data color coded on MR anatomical data (courtesy, AZU).
27 Multimodality 3D rendering 27 Cortical surface and the skin from MR data, bone and cortical surface electrode from CT data (courtesy, AZU).
Volume visualization I Elvins
Volume visualization I Elvins 1 surface fitting algorithms marching cubes dividing cubes direct volume rendering algorithms ray casting, integration methods voxel projection, projected tetrahedra, splatting
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