Multipass GPU surface rendering in 4D ultrasound

A. Elnokrashy, M. Hassan, T. Hosny, A. Ali, A. Megawer, Y. M. Kadah
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引用次数: 4

Abstract

4D ultrasound imaging extends the real-time ca-pability of ultrasound to display a real-time volume, which can then be explored by the sonographer. Surface Rendering is one of the common modes used to display the 3D datasets. Surface shading is required to visualize the surface and en-hances the surface contrast. Here, we show a surface rendering implementation based on three passes. In the first pass, ray casting is used with edge detection algorithm and then the edges are stored to viewing plan distance in the z-buffer of the 2D rendered image. In the second pass, filtration of the z-buffer is performed. This stage is so critical because the fuzzy nature of the ultrasound dataset then shade the 2D rendered image using image space shading. Finally, the third pass applies additional image processing mainly image smoothing on the rendered 2D image. The new method is applied to render volumes acquired on a research system and quality and computation time results show potential for clinical utility.
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4D超声多通道GPU表面渲染
四维超声成像扩展了超声的实时能力,可以显示实时体积,然后超声医师可以对其进行探索。表面渲染是用于显示3D数据集的常用模式之一。为了使表面可视化并增强表面对比度,需要表面着色。在这里,我们展示了一个基于三个通道的表面渲染实现。在第一轮中,使用光线投射和边缘检测算法,然后将边缘存储到2D渲染图像的z缓冲区中查看平面距离。在第二步中,执行z缓冲区的过滤。这个阶段是非常关键的,因为超声波数据集的模糊性然后使用图像空间着色来遮蔽2D渲染图像。最后,第三个通道应用额外的图像处理,主要是对渲染的2D图像进行图像平滑。新方法被应用于在一个研究系统和质量和计算时间的结果显示潜在的临床应用中获得的体积。
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