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A volume rendering engine for desktops, laptops, mobile devices and immersive virtual reality systems using gpu-based volume raycasting.

机译:使用基于GPU的体积射线广播的台式机,笔记本电脑,移动设备和沉浸式虚拟现实系统的体积渲染引擎。

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摘要

Volume rendering is the process of visualizing characteristics and properties of three-dimensional (3D) volume data as a 3D object. The most extensive use of volume rendering takes place within the medical field. Physicians are using a combination of medical imaging technologies and volume rendering techniques to non-invasively examine patients to make critical medical decisions and diagnoses such as finding tumors, searching for blood clots and monitoring unborn fetuses. As the technological computing power continues to increase at a rapid rate, so do the opportunities to provide volume rendering solutions on new and innovative platforms such as mobile devices and immersive clustered environments. This dissertation presents a new volume rendering engine for visualizing volumetric data on multiple platforms. Three different sandbox applications were developed to investigate the challenges and architectural requirements in encapsulating the platform specific volume rendering logic inside the engine to abstract the complexity from the application level. The development of the sandbox applications resulted in the completion of the Volume Image Processing and Rending Engine, or VIPRE.;To encapsulate the platform specific implementation inside the engine, several open source application programming interfaces (APIs) were identified as worthy candidates to support the engine's volume rendering core. OpenSceneGraph (OSG) is an open source, cross-platform graphics toolkit that supports high performance rendering through components critical to the volume rendering pipeline. The DICOM Toolkit (DCMTK) is a collection of libraries and applications implementing a large majority of the DICOM standard capable of examining, constructing and converting DICOM image files. Finally, VR Juggler is a cross-platform, open source virtual reality software development environment designed specifically for creating and executing immersive applications. With native OSG support, application data serialization, display and device abstraction and cluster node swap barriers, VR Juggler was an ideal API for ensuring adequate performance in cluster configurations.;With the architectural design in place, three sandbox applications were developed to investigate platform specific challenges and opportunities. The desktop application was developed to create the core volume rendering algorithms for the engine such as resampling, coloring, shading and compositing. The development also produced several unique contributions including real-time windowing, a GPU compositing algorithm supported by all generic graphics cards and a convex clipping plane algorithm that supports an unlimited number of clipping planes. The immersive sandbox application was built on top of the same volume rendering core designed in the desktop application. With no modifications, the volume rendering core was successfully implemented into the immersive application resulting in the first GPU-based volume raycasting solution for immersive clustered environments. The mobile sandbox application investigation proved that despite the improved computational power of mobile devices, they are still not powerful enough to support raycasting due to the lack of 3D texture support. However, mobile devices are now fully capable of supporting orthogonal texture slicing. The development of orthogonal texture slicing required the invention of several performance enhancing features including dynamic modification of the render resolutions, an incremental render loop, a shader-based clipping algorithm to support OpenGL ES 2.0, and an internal backface culling algorithm for properly sorting rendered geometry with alpha blending.;The development of the sandbox applications proved that the encapsulation of platform specific volume rendering logic was possible with the designed architecture. This resulted in the development of VIPRE, a unified solution for performing volume rendering on multiple platforms. VIPRE contains many common volume rendering features such as multiple render modes, color and opacity transfer functions and trilinear interpolation. It also contains many more advanced features including real-time windowing, custom CPU and GPU clipping algorithms, accurate depth sorting, dynamic render quality modification, early ray termination and empty space skipping, Phong illumination and multi-pass rendering for backface depth rasterization. VIPRE is going to be released with examples and documentation to help lower the barrier to entry for novice developers. It is going to be released under licensing terms allowing use in both academic and commercial communities.;Future work of VIPRE includes extending the compositing algorithm to support the insertion of surgical instruments into the volume for surgical planning. Additionally, the integration of segmentation routines would allow new methods of interaction for segmentation routine training to be studied for different platforms. VIPRE will also be extended to support multiple volumes and independent clipping for visualizing segmented data. A final area of optimization would include reusing previous rendered textures to lazily render the volume while interacting with the user interface in immersive environments.
机译:体绘制是将三维(3D)体数据作为3D对象可视化的过程。体绘制的最广泛使用发生在医学领域。医师正在使用医学成像技术和体绘制技术的组合来无创地检查患者,以做出重要的医学决策和诊断,例如发现肿瘤,寻找血凝块和监测未出生的胎儿。随着技术计算能力的持续快速增长,在新的创新平台(例如移动设备和沉浸式集群环境)上提供体绘制解决方案的机会也在增加。本文提出了一种新的体绘制引擎,用于可视化多个平台上的体数据。开发了三个不同的沙箱应用程序,以调查在将平台特定的体积渲染逻辑封装到引擎内部以从应用程序级别提取复杂性时所面临的挑战和体系结构要求。沙盒应用程序的开发导致完成了Volume Image Processing and Rending Engine,即VIPRE。为了将特定于平台的实现封装在引擎中,一些开源应用程序接口(API)被确定为值得支持的候选对象。引擎的体积渲染核心。 OpenSceneGraph(OSG)是一个开放源代码,跨平台的图形工具包,它通过对体积渲染管线至关重要的组件来支持高性能渲染。 DICOM工具包(DCMTK)是实现大多数DICOM标准的库和应用程序的集合,这些标准能够检查,构造和转换DICOM图像文件。最后,VR Juggler是跨平台的开源虚拟现实软件开发环境,专门用于创建和执行沉浸式应用程序。借助原生OSG支持,应用程序数据序列化,显示和设备抽象以及集群节点交换障碍,VR Juggler是确保集群配置中足够性能的理想API .;通过适当的架构设计,开发了三个沙盒应用程序以研究特定于平台的应用程序挑战与机遇。开发桌面应用程序是为了为引擎创建核心的体积渲染算法,例如重采样,着色,着色和合成。该开发还产生了一些独特的贡献,包括实时窗口化,所​​有通用图形卡支持的GPU合成算法以及支持无限数量的剪切平面的凸剪切平面算法。沉浸式沙箱应用程序是在桌面应用程序中设计的相同体积渲染核心之上构建的。无需进行任何修改,体绘制核心就成功地实现到了沉浸式应用程序中,从而为沉浸式集群环境提供了第一个基于GPU的体射线广播解决方案。移动沙箱应用程序调查证明,尽管移动设备的计算能力得到了提高,但由于缺少3D纹理支持,它们仍然不足以支持射线投射。但是,移动设备现在完全能够支持正交纹理切片。正交纹理切片的发展需要发明多种性能增强功能,包括动态更改渲染分辨率,增量渲染循环,支持OpenGL ES 2.0的基于着色器的裁剪算法以及用于正确分类渲染几何的内部背面剔除算法。沙盒应用程序的开发证明,可以使用设计的体系结构封装平台特定的体积渲染逻辑。这导致了VIPRE的开发,这是一个用于在多个平台上执行体绘制的统一解决方案。 VIPRE包含许多常见的体积渲染功能,例如多种渲染模式,颜色和不透明度传递函数以及三线性插值。它还包含许多更高级的功能,包括实时窗口,自定义CPU和GPU裁剪算法,准确的深度排序,动态渲染质量修改,早期光线终止和空白跳空,Phong照明和用于背面深度栅格化的多遍渲染。 VIPRE将与示例和文档一起发布,以帮助降低新手开发人员的入门门槛。它将根据许可条款发布,允许在学术界和商业界使用。VIPRE的未来工作包括扩展合成算法,以支持将手术器械插入到手术计划书中。另外,分段程序的集成将允许针对不同平台研究分段程序训练的新交互方法。 VIPRE也将扩展为支持多个卷和独立剪辑,以可视化分段数据。优化的最后一个区域将包括在沉浸式环境中与用户界面交互时,重新使用先前渲染的纹理以延迟渲染体积。

著录项

  • 作者

    Noon, Christian John.;

  • 作者单位

    Iowa State University.;

  • 授予单位 Iowa State University.;
  • 学科 Engineering Computer.;Engineering Biomedical.;Health Sciences Radiology.
  • 学位 Ph.D.
  • 年度 2012
  • 页码 184 p.
  • 总页数 184
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

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