Transfer-function-independent acceleration structure for volume rendering in virtual reality

Balázs Faludi, Norbert Z. Zentai, M. Żelechowski, A. Zam, G. Rauter, M. Griessen, Philippe C. Cattin
{"title":"Transfer-function-independent acceleration structure for volume rendering in virtual reality","authors":"Balázs Faludi, Norbert Z. Zentai, M. Żelechowski, A. Zam, G. Rauter, M. Griessen, Philippe C. Cattin","doi":"10.2312/hpg.20211279","DOIUrl":null,"url":null,"abstract":"Visualizing volumetric medical datasets in a virtual reality environment enhances the sense of scale and has a wide range of applications in diagnostics, simulation, training, and surgical planning. To avoid motion sickness, rendering at the native refresh rate of the head-mounted display is important, and frame drops have to be avoided. Despite these strict requirements and the high computational complexity of direct volume rendering, it is feasible to provide a comfortable experience using volume ray casting on modern hardware. Many implementations use precomputed gradients or illumination to achieve the targeted frame rate, and most rely on acceleration structures, such as distance maps or octrees, to speed up the ray marching shader. With many of these techniques, the opacity of voxels is baked into the precomputed data, requiring a recomputation when the opacity changes. This makes it difficult to implement features that lead to a sudden change in voxel opacity, such as real-time transfer function editing, transparency masking, or toggling the visibility of segmented tissues. In this work, we present an empty space skipping technique using an octree that does not have to be recomputed when the transfer function is changed and performs well even when more complex transfer functions are used. We encode the content of the volume as bitfields in the octree and are able to skip empty areas, even with transfer functions that cannot efficiently be represented as a simple range of voxel values. We show that our approach allows arbitrarily editing of the transfer function in real-time while maintaining the target frame rate of 90 Hz.","PeriodicalId":354787,"journal":{"name":"Proceedings of the Conference on High-Performance Graphics","volume":"5 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2021-07-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"3","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the Conference on High-Performance Graphics","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.2312/hpg.20211279","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 3

Abstract

Visualizing volumetric medical datasets in a virtual reality environment enhances the sense of scale and has a wide range of applications in diagnostics, simulation, training, and surgical planning. To avoid motion sickness, rendering at the native refresh rate of the head-mounted display is important, and frame drops have to be avoided. Despite these strict requirements and the high computational complexity of direct volume rendering, it is feasible to provide a comfortable experience using volume ray casting on modern hardware. Many implementations use precomputed gradients or illumination to achieve the targeted frame rate, and most rely on acceleration structures, such as distance maps or octrees, to speed up the ray marching shader. With many of these techniques, the opacity of voxels is baked into the precomputed data, requiring a recomputation when the opacity changes. This makes it difficult to implement features that lead to a sudden change in voxel opacity, such as real-time transfer function editing, transparency masking, or toggling the visibility of segmented tissues. In this work, we present an empty space skipping technique using an octree that does not have to be recomputed when the transfer function is changed and performs well even when more complex transfer functions are used. We encode the content of the volume as bitfields in the octree and are able to skip empty areas, even with transfer functions that cannot efficiently be represented as a simple range of voxel values. We show that our approach allows arbitrarily editing of the transfer function in real-time while maintaining the target frame rate of 90 Hz.
查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
虚拟现实中独立于传递函数的体绘制加速结构
在虚拟现实环境中可视化体医学数据集增强了尺度感,在诊断、模拟、培训和手术计划方面具有广泛的应用。为了避免晕动病,以头戴式显示器的原生刷新率进行渲染是很重要的,并且必须避免掉帧。尽管有这些严格的要求和直接体渲染的高计算复杂性,但在现代硬件上使用体射线投射提供舒适的体验是可行的。许多实现使用预先计算的梯度或照明来实现目标帧率,并且大多数依赖于加速结构,如距离地图或八叉树,来加速光线行进着色器。在这些技术中,体素的不透明度被烘焙到预先计算的数据中,当不透明度发生变化时需要重新计算。这使得难以实现导致体素不透明度突然变化的功能,例如实时传递函数编辑,透明度屏蔽或切换分割组织的可见性。在这项工作中,我们提出了一种使用八叉树的空白空间跳过技术,当传递函数改变时无需重新计算,即使使用更复杂的传递函数也能表现良好。我们将体积的内容编码为八叉树中的位域,并且能够跳过空白区域,即使使用不能有效地表示为简单体素值范围的传递函数。我们表明,我们的方法允许实时任意编辑传递函数,同时保持90 Hz的目标帧速率。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 去求助
来源期刊
自引率
0.00%
发文量
0
期刊最新文献
Vertex-blend attribute compression Multi-resolution shared representative filtering for real-time depth completion Directed acyclic graph encoding for compressed shadow maps Rearchitecting spatiotemporal resampling for production Transfer-function-independent acceleration structure for volume rendering in virtual reality
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1