• Title/Summary/Keyword: 광선 투사법

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Real-time Volume Rendering using Point-Primitive (포인트 프리미티브를 이용한 실시간 볼륨 렌더링 기법)

  • Kang, Dong-Soo;Shin, Byeong-Seok
    • Journal of Korea Multimedia Society
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    • v.14 no.10
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    • pp.1229-1237
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    • 2011
  • The volume ray-casting method is one of the direct volume rendering methods that produces high-quality images as well as manipulates semi-transparent object. Although the volume ray-casting method produces high-quality image by sampling in the region of interest, its rendering speed is slow since the color acquisition process is complicated for repetitive memory reference and accumulation of sample values. Recently, the GPU-based acceleration techniques are introduced. However, they require pre-processing or additional memory. In this paper, we propose efficient point-primitive based method to overcome complicated computation of GPU ray-casting. It presents semi-transparent objects, however it does not require preprocessing and additional memory. Our method is fast since it generates point-primitives from volume dataset during sampling process and it projects the primitives onto the image plane. Also, our method can easily cope with OTF change because we can add or delete point-primitive in real-time.

An Adaptive Unfolding Method for Visualizing Wrinkled Colon Surface (대장의 굴곡면을 가시화하기 위한 적응형 펼친 영상 기법)

  • Lee Jin-Hee;Shin Byeong-Seok
    • Journal of Korea Multimedia Society
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    • v.9 no.9
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    • pp.1160-1172
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    • 2006
  • Unfolding is an efficient technique to detect colorectal disease since it represents entire shape of colon at a glance. However, the previous unfolding methods may miss the surface located behind the folds or high curvature areas. To solve the problem, we propose an adaptive unfolding method that controls the number of rays in accordance with the surface complexity. In the first step, we find sample points of longer and shorter distance between the sample points and the colon surface, and then determine them as based control points. Next, for reaching rays of sample points in the wrinkled colon surface, sample points are shifted toward the control points that have the long distance. Lastly, we perform a 2D scaling which solves local distortions of the unfolding surface and avoids missing surface. Consequently, our method could be visualized the hidden surface of colon organ in detail.

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Compression-Based Volume Rendering on Distributed Memory Parallel Computers (분산 메모리 구조를 갖는 병렬 컴퓨터 상에서의 압축 기반 볼륨 렌더링)

  • Koo, Gee-Bum;Park, Sang-Hun;Song, Dong-Sub;Ihm, In-Sung
    • Journal of KIISE:Computing Practices and Letters
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    • v.6 no.5
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    • pp.457-467
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    • 2000
  • 본 논문에서는 분산 메모리 구조를 갖는 병렬 컴퓨터 상에서 방대한 크기를 갖는 볼륨 데이터의 효과적인 가시화를 위한 병렬 광선 투사법을 제안한다. 데이터의 압축을 기반으로 하는 본 기법은 다른 프로세서의 메모리로부터 데이터를 읽기보다는 자신의 지역 메모리에 존재하는 압축된 데이터를 빠르게 복원함으로써 병렬 렌더링 성능을 향상시키는 것을 목표로 한다. 본 기법은 객체-순서와 영상-순서 탐색 알고리즘 모두의 정점을 이용하여 성능을 향상시켰다. 즉, 블록 단위의 최대-최소 팔진트리의 탐색과 각 픽셀의 불투명도 값을 동적으로 유지하는 실시간 사진트리를 응용함으로써 객체-공간과 영상-공간 각각의 응집성을 이용하였다. 본 논문에서 제안하는 압축 기반 병렬 볼륨 렌더링 방법은 렌더링 수행 중 발생하는 프로세서간의 통신을 최소화하도록 구현되었는데, 이러한 특징은 프로세서 사이의 상당히 높은 데이터 통신 비용을 감수하여야 하는 PC 및 워크스테이션의 클러스터와 같은 더욱 실용적인 분산 환경에서 매우 유용하다. 본 논문에서는 Cray T3E 병렬 컴퓨터 상에서 Visible Man 데이터를 이용하여 실험을 수행하였다.

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A Data Structure for Real-time Volume Ray Casting (실시간 볼륨 광선 투사법을 위한 자료구조)

  • Lim, Suk-Hyun;Shin, Byeong-Seok
    • Journal of the Korea Computer Graphics Society
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    • v.11 no.1
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    • pp.40-49
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    • 2005
  • Several optimization techniques have been proposed for volume ray casting, but these cannot achieve real-time frame rates. In addition, it is difficult to apply them to some applications that require perspective projection. Recently, hardware-based methods using 3D texture mapping are being used for real-time volume rendering. Although rendering speed approaches real time, the larger volumes require more swapping of volume bricks for the limited texture memory. Also, image quality deteriorates compared with that of conventional volume ray casting. In this paper, we propose a data structure for real-time volume ray casting named PERM (Precomputed dEnsity and gRadient Map). The PERM stores interpolated density and gradient vector for quantized cells. Since the information requiring time-consuming computations is stored in the PERM, our method can ensure interactive frame rates on a consumer PC platform. Our method normally produces high-quality images because it is based on conventional volume ray casting.

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Volume Ray Casting for Ultrasound Data Using Real-Time Noise Reduction (초음파 데이터에서 실시간 잡음 감쇄를 이용한 광선 투사법)

  • Seo, Kang-Hee;Kwon, Koo-Joo;Shin, Byeong-Seok
    • Proceedings of the Korea Information Processing Society Conference
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    • 2005.05a
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    • pp.1623-1626
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    • 2005
  • 초음파 영상 기법은 장기, 연조직, 혈류를 검사하는데 쓰이는 영상 진단법이다. 초음파 장비를 통해 얻어진 초음파 볼륨 데이터는 장비 특성상 많은 잡음(speckle noise)을 포함하기 때문에, 깨끗한 영상을 얻기 위해서는 잡음 필터링(noise filtering)이 필요하다. 그런데, 볼륨 데이터 모든 영역에 대해 잡음 필터링을 적용할 경우 전처리 시간이 길어져 실시간으로 초음파 볼륨 데이터를 렌더링하기 어렵다. 본 논문에서는 실시간으로 입력되는 초음파 볼륨 데이터를 가시화 하기위하여 전처리 시간 없이 잡음을 제거하는 방법을 제안한다. 전처리 시간에 전체 볼륨 데이터에 대해 잡음 필터링을 적용하지 않고, 영상을 생성하는 동안 참조되는 복셀(voxel)에 대해서만 잡음 필터를 적용하여 얻은 값을 사용한다. 이때 필터링에 소요되는 시간을 최소화하기 위해 가장 단순한 평균화 필터를 사용한다. 그리고 복셀에 적용되는 3차원 필터를 3단계의 1차원 필터 연산 단계로 분할 한 후, 각 단계별 연산을 거친 복셀들에 대해서는 다시 연산을 하지 않도록 하여 중복을 피한다. 이를 통해 전처리 시간 없이 기존 방법과 동일한 화질을 유지하는 최종 영상을 만들어 낸다.

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An Efficient Navigation of Volume Dataset Using z-Buffer (z-버퍼를 이용한 효율적인 볼륨 데이터 항행기법)

  • Kim, Hwa-Jin;Shin, Byeong-Seok
    • Journal of the Korea Computer Graphics Society
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    • v.8 no.1
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    • pp.29-35
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    • 2002
  • In virtual endoscopy, it is important to produce high quality perspective images in real-time. However, it is more significant to devise a navigation method that can make a virtual camera move through in human cavities such as colon and bronchus without collision and let the user control the camera intuitively. We propose an efficient navigation method, which generates 2D depth map during rendering the current frame, then determines position and direction of camera using the depth information. It offers collision-free navigation and allows us to control the camera as we want. Also it does not require preprocessing step and additional data structures.

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Improvement Depth Perception of Volume Rendering using Virtual Reality (가상현실을 통한 볼륨렌더링 깊이 인식 향상)

  • Choi, JunYoung;Jeong, HaeJin;Jeong, Won-Ki
    • Journal of the Korea Computer Graphics Society
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    • v.24 no.2
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    • pp.29-40
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    • 2018
  • Direct volume rendering (DVR) is a commonly used method to visualize inner structures in 3D volumetric datasets. However, conventional volume rendering on a 2D display lacks depth perception due to dimensionality reduction caused by ray casting. In this work, we investigate how emerging Virtual Reality (VR) can improve the usability of direct volume rendering. We developed real-time high-resolution DVR system in virtual reality, and measures the usefulness of volume rendering with improved depth perception via a user study conducted by 38 participants. The result indicates that virtual reality significantly improves the usability of DVR by allowing better depth perception.

Path Planning based on Ray-casting in Indoor Environments for Safe Navigation of a Mobile Robot (이동로봇의 안전한 주행을 위한 광선투사법 기반의 실내 경로계획)

  • Kim, Jong-Won;Song, Jae-Bok
    • The Journal of Korea Robotics Society
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    • v.5 no.4
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    • pp.302-308
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    • 2010
  • A gradient method can provide a global optimal path in indoor environments. However, the optimal path can be often generated in narrow areas despite a sufficient wide area which lead to safe navigation. This paper presents a novel approach to path planning for safe navigation of a mobile robot. The proposed algorithm extracts empty regions using a ray-casting method and then generates temporary waypoints in wider regions in order to reach the goal fast and safely. The experimental results show that the proposed method can generate paths in the wide regions in most cases and the robot can reach the goal safely at high speeds.

Large-Scale Ultrasound Volume Rendering using Bricking (블리킹을 이용한 대용량 초음파 볼륨 데이터 렌더링)

  • Kim, Ju-Hwan;Kwon, Koo-Joo;Shin, Byeong-Seok
    • Journal of the Korea Society of Computer and Information
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    • v.13 no.7
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    • pp.117-126
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    • 2008
  • Recent advances in medical imaging technologies have enabled the high-resolution data acquisition. Therefore visualization of such large data set on standard graphics hardware became a popular research theme. Among many visualization techniques, we focused on bricking method which divided the entire volume into smaller bricks and rendered them in order. Since it switches bet\W8n bricks on main memory and bricks on GPU memory on the fly, to achieve better performance, the number of these memory swapping conditions has to be minimized. And, because the original bricking algorithm was designed for regular volume data such as CT and MR, when applying the algorithm to ultrasound volume data which is based on the toroidal coordinate space, it revealed some performance degradation. In some areas near bricks' boundaries, an orthogonal viewing ray intersects the single brick twice, and it consequently makes a single brick memory to be uploaded onto GPU twice in a single frame. To avoid this redundancy, we divided the volume into bricks allowing overlapping between the bricks. In this paper, we suggest the formula to determine an appropriate size of these shared area between the bricks. Using our formula, we could minimize the memory bandwidth. and, at the same time, we could achieve better rendering performance.

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Scattered Light Representation in Accordance with the Material Using Scatterer Template in Volume Rendering (볼륨 렌더링에서 산란자 템플릿을 이용한 재질별 산란광 표현)

  • Lee, Byeong-Joon;Kwon, Koojoo;Shin, Byeong-Seok
    • KIPS Transactions on Software and Data Engineering
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    • v.5 no.12
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    • pp.677-684
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    • 2016
  • For realistic rendering volume to calculate the light effects as well as the shade is essential. In order to produce the high quality of the resulting image, it is necessary to represent a global illumination, and it should be considered an indirect effect of the direct impact and scattering of light. It requires a lot of resources in order to perform this operation and, in particular, is very expensive when large amounts of data to be rendered as a volume data is consumed. In this paper, we generate a scatterer template according to the physical laws for each material. Considering that each object having material property stores photons of the template based on the Lambert illumination model. When the volume rendering in this paper, using the photon is stored in the template, based on the voxel to be sampled within the examination volume occluded, and it represents the global illumination of the scattering. Because the materials produced by the template requires a less resource only if comprised of a complex material, a simple operation can be expressed within the scattering volume at a low cost through.