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A Fast Volume Rendering Algorithm for Virtual Endoscopy

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3D virtual endoscopy has been used as an alternative non-invasive procedure for visualization of hollow organs. However, due to computational complexity, this is a time-consuming procedure. In this paper, we propose a fast volume rendering algorithm based on perspective ray casting for virtual endoscopy. As a pre-processing step, the algorithm divides a volume into hierarchical blocks and classifies them into opaque or transparent blocks. Then, in the first step, we perform ray casting only for sub-sampled pixels on the image plane, and determine their pixel values and depth information. In the next step, by reducing the sub-sampling factor by half, we repeat ray casting for newly added pixels, and their pixel values and depth information are determined. Here, the previously obtained depth information is utilized to reduce the processing time. This step is recursively performed until a full-size rendering image is acquired. Experiments conducted on a PC show that the proposed algorithm can reduce the rendering time by 70 - 80% for bronchus and colon endoscopy, compared with the brute-force ray casting scheme. Using the proposed algorithm, interactive volume rendering becomes more realizable in a PC environment without any specific hardware.

Abstract

3D virtual endoscopy has been used as an alternative non-invasive procedure for visualization of hollow organs. However, due to computational complexity, this is a time-consuming procedure. In this paper, we propose a fast volume rendering algorithm based on perspective ray casting for virtual endoscopy. As a pre-processing step, the algorithm divides a volume into hierarchical blocks and classifies them into opaque or transparent blocks. Then, in the first step, we perform ray casting only for sub-sampled pixels on the image plane, and determine their pixel values and depth information. In the next step, by reducing the sub-sampling factor by half, we repeat ray casting for newly added pixels, and their pixel values and depth information are determined. Here, the previously obtained depth information is utilized to reduce the processing time. This step is recursively performed until a full-size rendering image is acquired. Experiments conducted on a PC show that the proposed algorithm can reduce the rendering time by 70 - 80% for bronchus and colon endoscopy, compared with the brute-force ray casting scheme. Using the proposed algorithm, interactive volume rendering becomes more realizable in a PC environment without any specific hardware.

참고문헌 (17)

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  4. "A Visibility Determination Algorithm for Interactive Virtual Endoscopy", pp.29~36 (2000)
  5. "Interactive Volume Rendering for Virtual Colonoscopy", pp.433~436 (1997)
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  7. "High-Quality Splatting on Rectilinear Grids with Efficient Culling of Occluded Voxels", 5(2), pp.116~134 (1999)
  8. "Shell Rendering", pp.58~67 (1993)
  9. "Fast Volume Rendering Using a Shear-Warp Factorization of the Viewing Transformation", pp.451~458 (1994)
  10. "Volume Rendering Based Interactive Navigation within the Human Colon", pp.397~401 (1999)
  11. "Efficient Ray Tracing of Volume Data", 9(3), pp.245~261 (1990)
  12. "Volume Rendering by Adaptive Refinement", 6(1), pp.2~7 (1990)
  13. "Fast and Reliable Space Leaping for Interactive Volume Rendering", pp.195~202 (2002)
  14. "Shape Based Culling for Volume Graphics Proc. 13th Eurographics Workshop on Rendering" (2002)
  15. "Cylindrical Approximation of Tubular Organs for Virtual Endoscopy", pp.283~289 (2000)
  16. "Accelerating Volume Animation by Space-Leaping", pp.62~69 (1993)
  17. "Interactive volume navigation", 4(3) (1998)

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