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Efficient Rendering of Anatomical Tree Structures Using Geometry Proxy

Efficient Rendering of Anatomical Tree Structures Using Geometry Proxy. Hang Dou*, Christian Bauer**, C hris Wyman*, Reinhard R. Beichel** *Dept. of Computer Science, The University of Iowa **Dept. of Electrical and Computer Engineering, The University of Iowa. Introduction. Motivation.

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Efficient Rendering of Anatomical Tree Structures Using Geometry Proxy

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  1. Efficient Rendering of Anatomical Tree Structures Using Geometry Proxy Hang Dou*, Christian Bauer**, Chris Wyman*, Reinhard R. Beichel** *Dept. of Computer Science, The University of Iowa **Dept. of Electrical and Computer Engineering, The University of Iowa

  2. Introduction • Motivation Vessel tree structures

  3. Introduction • Motivation • 1. Volume based method. • 2. Tree skeleton (center line) based method.

  4. Introduction • Motivation Isosurface Volume rendering

  5. Introduction • Motivation Limits of volume based method

  6. Introduction • Motivation Standard truncated cone mesh (SCM) Surface convolution [Oeltze 2003]

  7. Introduction • Our Method: rendering tubular tree through geometry proxy. • Does not involve pre-computation for surface reconstruction. • Smooth result with low mesh complexity. • Runs faster than rendering meshes generated from surface reconstruction methods.

  8. Method Overview

  9. Method Overview

  10. Method Overview

  11. Method Overview

  12. Quad Generation • Observation: The projection of a truncated cone can be covered by the projection of a quad.

  13. Quad Generation

  14. Quad Generation

  15. Quad Generation

  16. Quad Generation

  17. Quad Generation

  18. Quad Generation • Gap filling

  19. Quad Generation

  20. Primitive Ray Intersection

  21. Rendering Result

  22. Primitive Ray Intersection

  23. Rendering Result

  24. Further Optimization • When handle dense data in which the center line points are very close to each other, we only draw the sphere. • We get about 10% speed up.

  25. Further Optimization • We use CG compiler to monitor the number of instructions in OpenGL shaders. • Number of instructions: Before optimization: • Vertex shader: 21 Geometry shader: 240 Fragment shader: 306 After optimization: Vertex shader: 13 Geometry shader: 132 Fragment shader: 186

  26. Results • Test environment: • Linux (C++/OpenGL/GLSL) • Intel Xeon X5450 CPU@3.0GHz • NVIDIA GTX 550 Ti

  27. Results Isosurface Isosurface with QSlim Our Method SCM with 8 points SCM with 8 points SCM with 8 points Airway tree of rat lung with 35,603 center line points

  28. Results Isosurface Isosurface with QSlim Our Method SCM with 8 points SCM with 8 points SCM with 8 points Vascular structure from human lung CT scan with 353,875 center line points

  29. Future Work • Ray primitive intersection is computational intense. • When handle data with high depth complexity, we implement 2 pass rendering. • Get depth information. • Shade the tubular structure.

  30. Questions and Comments

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