摘要:
This invention describes an optimization and view dependency reduction method for multiplanar reformatting (MPR) of slice-based volume images. This method utilizes a traversal scheme that allows for efficient access of the computer memory layout of a sliced based volume, and therefore optimizes overall processing time. This method does not require changes to the volume memory layout or additional volume memory. Instead, efficient memory access is achieved by adaptive traversal patterns on the reformatting planes. The traversal pattern is adapted on-the-fly during rendering as the reformatting plane location and orientation is changed arbitrarily relative to the volume. In this way, the typical speed differences between various reformatting planes orientations caused by inefficient memory access is greatly reduced. Computer cache coherency, SIMD coherent implementation, and multiprocessing environments are also considered in the design of the traversal pattern.
摘要:
A method for detecting and removing small isolated fragments in a 3D segmented volume is disclosed. The 3D segmented volume is projected onto several 2D images from different viewing directions. Isolated 2D fragments are detected in the 2D images. Corresponding 3D fragments are found in the 3D volume by unprojecting corresponding detected 2D fragment locations. The unprojected detected 2D fragment locations are used as seed points for region growing of isolated 3D fragments. Any of the 3D fragments having a volume size below a user-defined threshold are discarded.
摘要:
Artifact quantification is provided in volume rendering. Since the visual conspicuity of rendering artifacts strongly influences subjective assessments of image quality, quantitative metrics that accurately correlate with human visual perception may provide consistent values over a range of imaging conditions.
摘要:
A region-based push-relabel formulation is disclosed that removes the requirement that the entire graph should fit into the computer memory and yields an implementation that can reduce the required size and redundancy of accesses to the data memory, thus improving speed performance, while allowing for an efficient parallel processing implementation. The algorithm assigns all vertices that are not part of the sources or sinks with a value of 1. Sinks are assigned with zeros and sources are assigned a label equal to the number of their vertices. The preflow is then pushed from the sources to their neighbors, if any. When the preflow has all reached the boundaries, an adjacent region of the neighboring set is selected and preflow is pushed within this region. When the values of the preflow have been exhausted, region relabeling is done to update the label values. This is repeated within the region until all preflow has exited to the boundary of this region. The operation is then repeated for the neighboring regions that now contain the preflow. Regions which have no preflow may be skipped, thereby realizing a savings in processing resources.
摘要:
A method for rendering a deformable object. The method includes: obtaining a 3D volumetric voxel dataset of a region, such region having therein an object to be rendered; building a tree hierarchical structure for the obtained volumetric dataset, such tree structure blocks as the nodes of a primary tree hierarchy and bricks being those blocks stored as textures in a video memory; augmenting the primary tree hierarchical structure with maximum and minimum values of the data contained within a block; creating a neighborhood tree hierarchy having for each leaf block of the neighborhood tree hierarchy a reference to the neighboring leaf blocks in the neighborhood tree hierarchy as well as references to neighboring bricks in the neighborhood tree hierarchy; updating the information about minimum and maximum in the primary tree hierarchy by saving for each block the minimum and maximum of the neighboring blocks; and rendering the leaf blocks in visibility order.
摘要:
A method for detecting and removing small isolated fragments in a 3D segmented volume is disclosed. The 3D segmented volume is projected onto several 2D images from different viewing directions. Isolated 2D fragments are detected in the 2D images. Corresponding 3D fragments are found in the 3D volume by unprojecting corresponding detected 2D fragment locations. The unprojected detected 2D fragment locations are used as seed points for region growing of isolated 3D fragments. Any of the 3D fragments having a volume size below a user-defined threshold are discarded.
摘要:
A region-based push-relabel formulation is disclosed that removes the requirement that the entire graph should fit into the computer memory and yields an implementation that can reduce the required size and redundancy of accesses to the data memory, thus improving speed performance, while allowing for an efficient parallel processing implementation. The algorithm assigns all vertices that are not part of the sources or sinks with a value of 1. Sinks are assigned with zeros and sources are assigned a label equal to the number of their vertices. The preflow is then pushed from the sources to their neighbors, if any. When the preflow has all reached the boundaries, an adjacent region of the neighboring set is selected and preflow is pushed within this region. When the values of the preflow have been exhausted, region relabeling is done to update the label values. This is repeated within the region until all preflow has exited to the boundary of this region. The operation is then repeated for the neighboring regions that now contain the preflow. Regions which have no preflow may be skipped, thereby realizing a savings in processing resources.
摘要:
Rendering with a punching mask is performed without voxelization. A plurality of sub-volumes are identified as a function of the punching mask. The sub-volumes are generally layered in range. Each sub-volume is rendered separately or independently. The renderings from multiple passes or sub-volumes are composited together.
摘要:
The rendering pipeline is divided into multiple components or modules in a scene graph based visual programming environment. Different stages of the rendering pipeline, such as data conversion, transform function, shading, and rendering, are grouped into independent conceptual modules, and each module is implemented by separate nodes in a scene graph. The user may select different nodes belonging to different modules for inclusion into the scene graph to program the rendering pipeline. The visual program is implicitly compiled and run using an application programming interface for hardware acceleration.