DocumentCode
997866
Title
Shell rendering
Author
Udupa, Jayaram K. ; Odhner, Dewey
Author_Institution
Pennsylvania Univ., Philadelphia, PA, USA
Volume
13
Issue
6
fYear
1993
Firstpage
58
Lastpage
67
Abstract
A structure model for volume rendering, called a shell, is introduced. Roughly, a shell consists of a set of voxels in the vicinity of the structure boundary together with a number of attributes associated with the voxels in this set. By carefully choosing the attributes and storing the shell in a special data structure that allows random access to the voxels and their attributes, storage and computational requirements can be reduced drastically. Only the voxels that potentially contribute to the rendition actually enter into major computation. Instead of the commonly used ray-casting paradigm, voxel projection is used. This eliminates the need for render-time interpolation and further enhances the speed. By having one of the attributes as a boundary likelihood function that determines the most likely location of voxels in the shell to be on the structure boundary, surface-based measurements can be made. The shell concept, the data structure, the rendering and measurement algorithms, and examples drawn from medical imaging that illustrate these concepts are described.<>
Keywords
data structures; medical image processing; rendering (computer graphics); attributes; boundary likelihood function; computational requirements; data structure; medical imaging; ray-casting paradigm; render-time interpolation; shell rendering; structure boundary; structure model; volume rendering; voxel projection; voxels; Biomedical engineering; Biomedical imaging; Computational modeling; Computer graphics; Data engineering; Data visualization; Digital images; Image generation; Image segmentation; Rendering (computer graphics);
fLanguage
English
Journal_Title
Computer Graphics and Applications, IEEE
Publisher
ieee
ISSN
0272-1716
Type
jour
DOI
10.1109/38.252558
Filename
252558
Link To Document