3D graphics eBook - Course Materials Repository
3D graphics eBook - Course Materials Repository
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.