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SPEEDING-UP RE-SAMPLED ALGORITHM IN RAY CASTING VOLUME RENDERING OF MEDICAL IMAGES
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作者 陶玲 王惠南 田芝亮 《Transactions of Nanjing University of Aeronautics and Astronautics》 EI 2005年第1期52-58,共7页
Ray casting algorithm can obtain a better quality image in volume rendering, however, it exists some problems, such as powerful computing capacity and slow rendering speed. How to improve the re-sampled speed is a key... Ray casting algorithm can obtain a better quality image in volume rendering, however, it exists some problems, such as powerful computing capacity and slow rendering speed. How to improve the re-sampled speed is a key to speed up the ray casting algorithm. An algorithm is introduced to reduce matrix computation by matrix transformation characteristics of re-sampling points in a two coordinate system. The projection of 3-D datasets on image plane is adopted to reduce the number of rays. Utilizing boundary box technique avoids the sampling in empty voxel. By extending the Bresenham algorithm to three dimensions, each re-sampling point is calculated. Experimental results show that a two to three-fold improvement in rendering speed using the optimized algorithm, and the similar image quality to traditional algorithm can be achieved. The optimized algorithm can produce the required quality images, thus reducing the total operations and speeding up the volume rendering. 展开更多
关键词 volume rendering ray casting algorithm acceleration algorithm re-sampled algorithm
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Adaptive Algorithm for Accelerating Direct Isosurface Rendering on GPU
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作者 Sergey Belyaev Pavel Smirnov +1 位作者 Vladislav Shubnikov Natalia Smirnova 《Journal of Electronic Science and Technology》 CAS CSCD 2018年第3期222-231,共10页
Direct isosurface volume rendering is the most prominent modern method for medical data visualization.It is based on finding intersection points between the rays corresponding to pixels on the screen and isosurface. T... Direct isosurface volume rendering is the most prominent modern method for medical data visualization.It is based on finding intersection points between the rays corresponding to pixels on the screen and isosurface. This article describes a two-pass algorithm for accelerating the method on the graphic processing unit(GPU). On the first pass, the intersections with the isosurface are found only for a small number of rays, which is done by rendering into a lower-resolution texture. On the second pass, the obtained information is used to efficiently calculate the intersection points of all the other. The number of rays to use during the first pass is determined by using an adaptive algorithm, which runs on the central processing unit(CPU) in parallel with the second pass of the rendering. The proposed approach allows to significantly speed up isosurface visualization without quality loss. Experiments show acceleration up to 10 times in comparison with a common ray casting method implemented on GPU. To the authors’ knowledge, this is the fastest approach for ray casting which does not require any preprocessing and could be run on common GPUs. 展开更多
关键词 Adaptive algorithms isosurface rendering ray casting volume visualization
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基于光线投影的医学影像体绘制加速技术 被引量:4
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作者 陶玲 钱志余 陈春晓 《光电工程》 EI CAS CSCD 北大核心 2008年第1期89-93,共5页
针对标准光线投射算法计算量大、速度慢的特点,本文提出一种满足医学图像实时需要的体绘制加速新算法。利用图元在矩阵变换前后呈均匀变化的特性,递推得到除6个顶点外的其余重采样点的物体空间坐标,大大减少矩阵运算量;同时利用包... 针对标准光线投射算法计算量大、速度慢的特点,本文提出一种满足医学图像实时需要的体绘制加速新算法。利用图元在矩阵变换前后呈均匀变化的特性,递推得到除6个顶点外的其余重采样点的物体空间坐标,大大减少矩阵运算量;同时利用包围盒技术避免对空体元的采样,通过将Bresenham算法扩展至三维使投射光线的体元化与重采样参数的计算一次完成,极大地加速光线投影的效率。大量的对比实验均表明,本丈算法和传统标准算法具有相同图像质量,体绘制的速度提高了2-3倍。 展开更多
关键词 光线投影 体绘制 医学影像 加速算法
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医学图像光线投影体绘制中一种改进的快速算法 被引量:2
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作者 陶玲 王惠南 田芝亮 《生物医学工程学杂志》 EI CAS CSCD 北大核心 2006年第5期1003-1007,共5页
光线投影算法是体绘制算法中图像效果比较好的方法,但存在运算量大,绘制速度慢的问题。为此本文提出了一种新的光线投影体绘制的加速算法,利用重采样点在两坐标系中的矩阵变换特性,减少矩阵运算量,加快重采样计算过程,并且通过将B resen... 光线投影算法是体绘制算法中图像效果比较好的方法,但存在运算量大,绘制速度慢的问题。为此本文提出了一种新的光线投影体绘制的加速算法,利用重采样点在两坐标系中的矩阵变换特性,减少矩阵运算量,加快重采样计算过程,并且通过将B resenham算法扩展至三维,利用包围盒技术避免对空体元的采样,从而加速了光线投影的效率。实验结果表明改进后的加速算法,既能保证绘制质量,又能显著减少计算量,提高体绘制的速度。 展开更多
关键词 体绘制 光线投影算法 加速算法 重采样
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一个新的体绘制加速算法 被引量:2
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作者 赵陌 《计算机工程与应用》 CSCD 北大核心 2009年第17期155-158,184,共5页
针对目前加速方式与传递函数交互设定需求的矛盾,提出了一个新的基于边缘切除原理的体绘制加速算法。算法针对两个关键难点:如何消除传递函数调整依赖性,如何识别空体素,提出了有效的绝对空体素识别准则,设计了高效的边缘空体素分离机制... 针对目前加速方式与传递函数交互设定需求的矛盾,提出了一个新的基于边缘切除原理的体绘制加速算法。算法针对两个关键难点:如何消除传递函数调整依赖性,如何识别空体素,提出了有效的绝对空体素识别准则,设计了高效的边缘空体素分离机制,构成了不依赖传递函数调整的加速模式。在保持高的图像质量的前提下,边缘切除算法具有显著的绘制速度提升。边缘切除过程在预处理阶段进行,算法参数易于选取和推广,具有广泛的适应性,非常适合需要交互设定传递函数的普及型医学图像分析系统应用。算法采用了规则的边缘切除方式,收缩后的体数据非常方便后续光线投射或溅射算法应用,可以方便地与其他各种加速方式组合使用,使不同角度的加速效果实现叠加,是当前各种主流加速技术的一个很好的互补技术。不同背景的运算实例,测试和验证了算法的有效性。 展开更多
关键词 医学图像处理 体数据可视化 体绘制加速算法 光线投射法 溅射法
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i4Ocean: transfer function-based interactive visualization of ocean temperature and salinity volume data 被引量:3
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作者 Fenglin Tian Qing Mao +1 位作者 Yazhen Zhang Ge Chen 《International Journal of Digital Earth》 SCIE 2021年第6期766-788,共23页
In this paper,we present a novel ocean visualization framework,which focuses on analyzing multidimensional and spatiotemporal ocean data.GPU-based visualization methods are explored to effectively visualize ocean data... In this paper,we present a novel ocean visualization framework,which focuses on analyzing multidimensional and spatiotemporal ocean data.GPU-based visualization methods are explored to effectively visualize ocean data.An improved ray casting algorithm for heterogeneous multisection ocean volume data is presented.A two-layer spherical shell is taken as the ocean data proxy geometry,which enables oceanographers to obtain a real geographic background based on global terrain.An efficient ray sampling technique including an adaptive sampling technique and a preintegrated transfer function is proposed to achieve high-effectiveness and high-efficiency rendering.Moreover,an interactive transfer function is also designed to analyze the 3D structure of ocean temperature and salinity anomaly phenomena.Based on the framework,an integrated visualization system called i4Ocean is created.The visualization of ocean temperature and salinity anomalies extracted interactively by the transfer function is demonstrated. 展开更多
关键词 Ocean temperature and salinity data ray casting algorithm transfer function spherical volume rendering GPU
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