Abstract

Volume and isosurface rendering are methods of projecting volumetric images to two dimensions for visualisation. These methods are common in medical imaging and scientific visualisation.Head-mounted optical see-through displays have recently become an affordable technology and are a promising platform for volumetric image visualisation. Images displayed on a head-mounted display must be presented at a high frame rate and with low latency to compensate for head motion. High latency can be jarring and may cause cybersickness which has similar symptoms to motion sickness.Volumetric images can be very computationally expensive to render as they often have hundreds of millions of scalar values. Fortunately, certain materials in images such as air surrounding an object boundary are often made transparent and need not be sampled, which improves rendering efficiency.In our previous work we introduced a novel ray traversal technique for rendering large sparse volumetric images at high frame rates. The method relied on the computation of an occupancy and distance map to speed up ray traversal through empty regions.In this work we achieve higher frame rates than our previous work with an improved method of resuming empty space skipping and the use of anisotropic Chebyshev distance maps. An optimised algorithm for computing Chebyshev distance maps on a graphical processing unit is introduced supporting real-time transfer function editing.

Highlights

  • Volumetric images are three-dimensional scalar fields of voxels

  • Volumes can be acquired with imaging technologies such as Computed Tomography (CT) and Magnetic Resonance Imaging (MRI) which make it possible to see inside opaque physical objects or people

  • This work accelerates ray casting for volume or isosurface rendering by utilising a low resolution Chebyshev distance map for empty space skipping of sparse volumes

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Summary

Introduction

Volumetric images (volumes) are three-dimensional scalar fields of voxels (volume + pixels). Modern augmented reality Head-Mounted Displays (HMDs) which are optically see-through enable new volumetric image visualisation applications. These devices are able to resolve their position as a user moves his/her head and eyes. Virtual reality HMDs fully replace a user’s view of the world and current generation devices require frames to be rendered at 90 Hz. Recent augmented reality HMDs with see-through displays require lower frame rates of around 60 Hz. Volume rendering can be very computationally expensive, for high resolution images. Ray casting must be accelerated to higher frame rates for visualisation on HMDs. Most volumetric images have some portion of empty space which does not contribute to the output image. An extended performance analysis of the approach with 2D transfer functions and various occupancy map region sizes

Related work
Ray traversal
Gradient map
Occupancy map
Efficient ray traversal
Chebyshev distance map
Anisotropic Chebyshev distance map
Testing methodology
Frame rate improvements
Distance map update time
Limitations
Conclusions
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