Volume rendering (spinoff from: CT Image Orientation)
Bonjour Stefan,
I agree with you, volume rendering is wonderful for displaying the
data. It make for great diagnostic tools (I guess).
However, you can not place markers on the surfaces (or can you? I may
be out-of-date on this...). My tools are used in body composition and
to create finite element mesh of the anatomical structures. This is
why I am still using the archaic polygons :o)
I meant no disrespect to the Volume rendering crowd! I am (like
everybody else) in awe at what can be done nowadays with a 64 slice CT
and volume rendering (though volume rendering does not seem to work so
well with MR data sets, anybody has comments on this subject?)
Yves
On 9 Nov 2006 10:26:46 -0800, [email]stefanbanev@yahoo.com[/email] wrote:
[color=blue]
>
>Yves Martel wrote:
>[color=green]
>> Mind you, my volume rendering is not the nicest. I placed more energy
>> in getting accurate surfaces from which we can get measurements than
>> on making pretty pictures...[/color]
>
>The precise ray-casting volume rendering with medium-high opacity
>setting provides an accuracy of iso-surface representation unachievable
>by polygonal substitution. In addition, VR gives subsurface scattering
>input which is really makes VR images look so realistic and authentic
>to the original object. Video-game driven development is designed to
>make artificial emulations look realistic and it is really hard to make
>it work with real things like CT data; it is probably the reason of
>such common misconception that VR is not good for surface
>representation since the practical VR techniques utilized in Video
>Cards does not work well with medium-high opacity settings.[/color]
Re: Volume rendering (spinoff from: CT Image Orientation)
[color=blue]
>Yves Martel wrote:[/color]
[color=blue]
> However, you can not place markers on the surfaces (or can you? I may
> be out-of-date on this...).[/color]
It is quite natural procedure for ray-casting.
There are two ways:
1) Multiple depth maps: each map presents the alpha levels (or ray
energy levels); the blending with polygonal 3D object may be done by
OpenGL means on video card. Depth-maps obtaining is virtually free for
ray-caster (at least for few of them).
2) Shooting of probe ray to the marker location position works fine for
simple markers and it does not require video card involvement. For the
composite marker the procedure is repeated for each marker's point.
The ray-energy level of probe-ray at the marker position is basically a
marker "visibility" if ray crosses the targeted point at all.
[color=blue]
> This is why I am still using the archaic polygons :o)[/color]
It is not archaic it is currently a mainstream of 3D. The mesh is
probably the only feasible way (today) to build dynamic model of some
3D structure since the interactive modification of 3D scalar field is
far beyond of today PC capabilities. However implanting of the static
object through scalar field modification gives the most accurate
representation of the final result.
[color=blue]
> though volume rendering does not seem to work so
> well with MR data sets, anybody has comments on this subject?)[/color]
Volume rendering is not one specific procedure; the only kind of VR
which involves gradients does not work well with MRI due to ill-defined
gradients in MRI data. MIP,Fading-MIP,non-shaded VR - works fine.
[color=blue]
> Bonjour Stefan,
>
> I agree with you, volume rendering is wonderful for displaying the
> data. It make for great diagnostic tools (I guess).
>
> However, you can not place markers on the surfaces (or can you? I may
> be out-of-date on this...). My tools are used in body composition and
> to create finite element mesh of the anatomical structures. This is
> why I am still using the archaic polygons :o)
>
> I meant no disrespect to the Volume rendering crowd! I am (like
> everybody else) in awe at what can be done nowadays with a 64 slice CT
> and volume rendering (though volume rendering does not seem to work so
> well with MR data sets, anybody has comments on this subject?)
>
> Yves
>
> On 9 Nov 2006 10:26:46 -0800, [email]stefanbanev@yahoo.com[/email] wrote:
>[color=green]
> >
> >Yves Martel wrote:
> >[color=darkred]
> >> Mind you, my volume rendering is not the nicest. I placed more energy
> >> in getting accurate surfaces from which we can get measurements than
> >> on making pretty pictures...[/color]
> >
> >The precise ray-casting volume rendering with medium-high opacity
> >setting provides an accuracy of iso-surface representation unachievable
> >by polygonal substitution. In addition, VR gives subsurface scattering
> >input which is really makes VR images look so realistic and authentic
> >to the original object. Video-game driven development is designed to
> >make artificial emulations look realistic and it is really hard to make
> >it work with real things like CT data; it is probably the reason of
> >such common misconception that VR is not good for surface
> >representation since the practical VR techniques utilized in Video
> >Cards does not work well with medium-high opacity settings.[/color][/color]