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3D graphics eBook - Course Materials Repository

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Volume rendering 240<br />

Maximum intensity projection<br />

As opposed to direct volume rendering, which requires<br />

every sample value to be mapped to opacity and a color,<br />

maximum intensity projection picks out and projects only<br />

the voxels with maximum intensity that fall in the way of<br />

parallel rays traced from the viewpoint to the plane of<br />

projection.<br />

This technique is computationally fast, but the 2D results<br />

do not provide a good sense of depth of the original data.<br />

To improve the sense of <strong>3D</strong>, animations are usually<br />

rendered of several MIP frames in which the viewpoint is<br />

slightly changed from one to the other, thus creating the<br />

illusion of rotation. This helps the viewer's perception to<br />

find the relative <strong>3D</strong> positions of the object components.<br />

This implies that two MIP renderings from opposite<br />

viewpoints are symmetrical images, which makes it<br />

impossible for the viewer to distinguish between left or<br />

right, front or back and even if the object is rotating<br />

clockwise or counterclockwise even though it makes a<br />

significant difference for the volume being rendered.<br />

CT visualized by a maximum intensity projection of a mouse<br />

MIP imaging was invented for use in nuclear medicine<br />

[7] [8] [9]<br />

by Jerold Wallis, MD, in 1988, and subsequently published in IEEE Transactions in Medical Imaging.<br />

Suprisingly, an easy improvement to MIP is Local maximum intensity projection. In this technique we don't take the<br />

global maximum value, but the first maximum value that is above a certain threshold. Because - in general - we can<br />

terminate the ray earlier this technique is faster and also gives somehow better results as it approximates<br />

occlusion [10] .<br />

Hardware-accelerated volume rendering<br />

Due to the extremely parallel nature of direct volume rendering, special purpose volume rendering hardware was a<br />

rich research topic before GPU volume rendering became fast enough. The most widely cited technology was<br />

VolumePro [11] , which used high memory bandwidth and brute force to render using the ray casting algorithm.<br />

A recently exploited technique to accelerate traditional volume rendering algorithms such as ray-casting is the use of<br />

modern <strong>graphics</strong> cards. Starting with the programmable pixel shaders, people recognized the power of parallel<br />

operations on multiple pixels and began to perform general-purpose computing on (the) <strong>graphics</strong> processing units<br />

(GPGPU). The pixel shaders are able to read and write randomly from video memory and perform some basic<br />

mathematical and logical calculations. These SIMD processors were used to perform general calculations such as<br />

rendering polygons and signal processing. In recent GPU generations, the pixel shaders now are able to function as<br />

MIMD processors (now able to independently branch) utilizing up to 1 GB of texture memory with floating point<br />

formats. With such power, virtually any algorithm with steps that can be performed in parallel, such as volume ray<br />

casting or tomographic reconstruction, can be performed with tremendous acceleration. The programmable pixel<br />

shaders can be used to simulate variations in the characteristics of lighting, shadow, reflection, emissive color and so<br />

forth. Such simulations can be written using high level shading languages.

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