Integrating Dynamic Deformations into Interactive Volume
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Non-linear geometric deformation (or warping) is a useful tool for working with volumes. Unfortunately, the computational expense of performing the resampling needed to implement volume deformation has precluded its use in interactive applications. In this
Eurographics/IEEE-VGTCSymposiumonVisualization(2006)ThomasErtl,KenJoy,andBeatrizSantos(Editors)
IntegratingDynamicDeformationsintoInteractiveVolume
Visualization
TomBrunet
K.EvanNowak
MichaelGleicher
DepartmentofComputerSciencesUniversityofWisconsin,Madison
Abstract
Non-lineargeometricdeformation(orwarping)isausefultoolforworkingwithvolumes.Unfortunately,thecom-putationalexpenseofperformingtheresamplingneededtoimplementvolumedeformationhasprecludeditsuseininteractiveapplications.Inthispaper,weshowhownon-lineardeformationscanbeintegratedintointeractivevolumevisualizationallowingfordynamicdeformationstobeusedalongwithinteractiveviewing,exploration,andmanipulationtools.Wedescribehowhardwareassistedvolumerenderingcanbeadaptedtoresamplevolumedeformations,leveragingprogrammableshaderstocomputedeformationsandthelocalcoordinatetransforma-tionsrequiredforshadingeffects.Wedescribehowvolumeinteractiontechniques,suchasraypickingandplaneslicing,canbeusedinconcertwithourdeformationmethods.Ourmethodsextendtosimultaneousdisplayofmultiplevolumesenablingcomparisons.Wedemonstratedynamicvolumedeformationatinteractiveratesoncommodityhardwareforinteractivedeformationcontrol,animateddeformations,andvolumewidgets.CategoriesandSubjectDescriptors(accordingtoACMCCS):I.3[ComputerGraphics]:
1.Introduction
3DScalarField(e.g.Volume)dataisimportantandcom-moninscienceandmedicine.Applyingnon-lineargeomet-rictransformationstovolumedataisavaluablepartofitsuse,allowingforthecorrectionofimagingdeformations,alignmentofdifferentobjects,andmodellingforanimation.Unfortunately,applyingdeformationstovolumesrequiresa3Dresamplingoperationthatiscomputationallyexpensive.Tointeractivelyvisualizeadeformedvolume,thedeforma-tionsandresamplingaretypicallyprecomputed,precludingdynamicdeformations.Applicationswherethedeformationschangeatinteractiverates,suchasinteractivenon-linearreg-istration,real-timevolumeanimation,andanimateddefor-mationinteractiontechniqueshavebeenrestricted.Thispaperprovidesmethodsthatintegratespatialtrans-formationsintoarangeofinteractivevolumevisualizationtools.Theprinciplecontributionistoshowtheeffectivenessofprogrammablegraphicshardwarefortherenderingofde-formedvolumesandforencapsulatingthedeformation.De-formationsarecomputedper-pixelinfragmentshaders.Wewillshowthatplacingthedeformationcomputationinthis
cTheEurographicsAssociation2006.
innermostloopofrenderinghasseveralbene tsandcanbe
doneatinteractiverates.
Thebasicrenderingofdeformedvolumesusingfragmentshadersisstraightforward,modulosomeissueswewillad-dress.Akeyadvantageoftheapproach,however,ishowthedeformationcanbeencapsulatedintheshader,makingiteasytosupportarangeoftoolsthataredesirableininterac-tivevolumevisualizationsuchasarbitraryslicing.Wealsocontributeanoveltechniqueforperformingpickingbyraycastingintothedeformedvolumes.
Previouswork,suchas[FHSR96]and[RSSSG01],hasusedgraphicshardwaretoprovideinteractivedisplayofdeformedvolumes.However,ournewmethodprovidesagreaterrangeofvolumevisualizationtoolsincludingstyl-izedshading,slicingandprobing.Otherpriorwork,suchas[GTB03]hasshowntheusefulnessofdynamicdeforma-tionstoprovideinteractiontechniques,butprovidesalim-itedimplementation.Ourapproachenablestheintegrationofthesemethodswithothervolumetools.
Followingadiscussionofrelevantrelatedwork,wede-scribehowvolumedeformationsarerealizedaspartofthegraphics-hardware-basedvolumevisualizationshadingpro-
Non-linear geometric deformation (or warping) is a useful tool for working with volumes. Unfortunately, the computational expense of performing the resampling needed to implement volume deformation has precluded its use in interactive applications. In this
TomBrunet&K.EvanNowak&MichaelGleicher/IntegratingDynamicDeformationsintoInteractiveVolume
Visualization
Figure1:VisualizationofanMRIofamousetorso.Theoriginalvolume(left)istoneshaded.(right)VolumedeformedusingaHierarchicalB-Spline.Redcirclesdenotesourcepoints,andbluecirclesdenotetargetpoints.cess.Wespeci callyaddresstheissuesofrepresentingthedeformationfunctionsinfragmentprogramsandevaluat-ingthegradientsrequiredforshadingeffects.Section4de-scribeshowslicingandraypickingcanbeprovidedforthedeformedvolumes.Section5discussessomeapplicationsofdynamicdeformations,includinginteractivedeformationandspatialvolumewidgets.Weconcludewithadiscussionofthebene tsandissuesinperformingthedeformationaspartoffragmentshaderprograms.2.RelatedWork
Theimportanceofvolumetricdatasetshasleadtoanen-tire eldofvisualizationtechniquesfortheirdisplay,see[SML98]forasurvey.
Akeyissueinthedisplayofvolumedatasetsistopro-videvisualcuesforcomprehensibility.Directdisplaymeth-odsrelyontransferfunctionsthatdescribehowrayspassingthroughthevolumeareaffectedbythevaluesinthevolume.Thegradientofthescalar eldisoftenusedintransferfunc-tionsasananalogtothesurfacenormalforlightingcom-putations[DCH88].Thisallowsdirectvolumerenderingtoprovideavarietyofsimulatedlightingandstylizeddisplayeffects[ER00].Thevolumedisplaymethodswepresentinthispaperaredesignedtoallowthisrangeofeffects.Displayingvolumesdirectlyatinteractiverateswasorigi-nallyaccomplishedbyspecialpurposehardware,suchasthePixarImageComputerortheVolumeProcard[PHK 99].Currently,mostinteractivedirectvolumerenderingusesstandardgraphicshardwaretocompositeasetoftexturemappedpolygons.ThisideaoriginatedwithCullipandNeu-mann[CN94]andCabraletal.[CCF94],andhasbeenex-tendedovertheyearstomakeuseofnewergraphicshard-warefeatures.See[EHK 04]forasurvey.Ourworkinte-gratesvolumedeformationsintothisubiquitousapproach.Deformationsareoftenusefulinworkingwithvolumedata.Anexampleofrenderingdeformedvolumesthroughprecomputationisshownby[LGL95].Methodsforef cientdisplayofdeformedvolumesinclude[KY97]whichpro-videsapiece-wiselinearapproximationtodeformationwithtesselatedproxygeometry.[FHSR96]and[RSSSG01]stly,[KPH 03]discussestheuseofadeformationcontroltexturetoaddper-turbationdeformationeffectstovolumeshading.3.RenderingDeformedVolumes
Ourapproachrendersdeformedvolumesdirectly.Ratherthan rstdeformingthevolumeandrenderingthedeformedvolume,weintegratethedeformationprocessintothevol-umerenderingprocess.AschematicoverviewoftheprocessisillustratedinFigure2.
Wedenotetheinitial,undeformedvolumeasv(x,y,z).Thescalarfunctionisrepresentedasa3Darrayofsamples,andpointsbetweenaredeterminedthroughtrilinearinter-polation.Thecoordinatesystemofthisdataisundeformedobjectspace,classicallyreferredtoastexturespace.Ade-formationisde nedbyamappingbetweenpointsintheun-deformedobjectspaceandtheirresultingpositionsinthede-formedobjectspace,classicallyreferredtoassimplyobjectspace.Wedenotethismappingasthedeformationfunctiond:R3→R3.Forthepurposesofrendering,wewill ndthattheinversedeformationismorerelevant,sowedenoteu=d 1.Inmostapplications,u,notdisprovided,intherarecaseitisnot,scattereddatainterpolationcanbeusedtoinvertthedeformation.Thedeformedvolumeisthen
v′(x,y,z)=(v u)(x,y,z).
Thebasicideaofourapproachtorenderingdeformedvol-umesisthatratherthanpre-computingv′andapplyingavolumerenderingtotheresult,wemodifythevolumeren-deringprocessreplacingvwithv u.Theapproachsimplyaugmentstheaccessestothearrayoftexturesamplesby rstapplyingtheinversedeformationfunctiontothecoordi-nates.Afterabriefreviewoftheaugmentedvolumerender-ingmethodinSection3.1,wedescribethehurdlesthatwefaceinaddingdeformations.
cTheEurographicsAssociation2006.
Non-linear geometric deformation (or warping) is a useful tool for working with volumes. Unfortunately, the computational expense of performing the resampling needed to implement volume deformation has precluded its use in interactive applications. In this
Function
Tx,Ty,Tz = d-1(Ox, Oy, Oz)
Figure2:Overviewofdeformationrendering.Samplingplanesarespaceduniformlyinviewspace.Polygonsaredrawnineachsamplingplane.Theirtexturecoordinatesprovidepositionsinobjectspacetobesampled.Torenderdeformedvolumes,thedeformationfunctionisusedtomapbetweenobjectspacecoordinatesandvolumetexturecoordinates.3.1.HardwareVolumeRendering
Acommonapproachforhardwarerenderingofvolumesplacesthevolumeina3Dtexture,see[EHK 04]forde-tails.Brie y,theintegraloflightattenuationovereachraythroughthevolumeisapproximatedbysampling.Thesam-plesaregeneratedbyrenderingproxygeometry,andaccu-mulatedintheframebufferwithcompositingoperations.Toprovideforcorrectsamplingthroughtheobjectspace,asetofparallelgeometricelementsareusedfortheproxygeometry.Mostoften,theseareviewalignedplanes.Un-derperspectiveprojection,thespacingofthesamplesisnon-uniform(Figure2).Whiletheseerrorsareoftensmallenoughtobeignored,theycanbeaddressedthroughtheuseofnon-planarproxygeometryorapplyingaper-pixel(e.g.ray)correctionfactor.Ourimplementationdoesthelatter.Volumerenderingisimplementedbyrenderingpolygonsintheviewalignedplanesinbacktofrontorder.Eachpoly-gonisassignedtexturecoordinatessuchthatitsfragmentssampletheappropriatelocationinobjectspace.3.2.DeformedVolumeRendering
ThedeformedvolumerenderingprocessisschematizedinFigure2.First,theundeformedvolumedataisplacedina3Dtexture.Therenderingprocessdrawsaseriesofpolygonsthatarealignedwiththeimageplane.Eachpolygonisas-signedtexturecoordinatesthatareitsdeformedobject-spacecoordinates.Whenthepolygonisrasterized,eachfragment’sexecutionisprovideditsdeformedobject-spacecoordinatesandthevolumetrictextureasinputparameters.Tosamplethedeformation,itmustthereforeconvertthedeformedob-jectspacecoordinatesintoundeformedobjectspace,ortex-turespace,coordinatesbyapplyingtheinversedeformationfunctionbeforeperformingthetexturelookup.
cTheEurographicsAssociation2006.
Renderingadeformedvolumerequiresreplacingalleval-uationsoftheundeformedvolume,v,withthedeformedvol-ume,v′,meaningthatreferencestovarereplacedbyv u.
Fromanimplementationpointofview,foreachfragment,weapplytheinversedeformationfunctiontothedeformedobjectspacecoordinatesandusetheresultingundeformedobjectspacecoordinatestosamplethetexture.Thatis,thefragmentprogramforanundeformedtexturehasthefollow-ingstructure:
Vec3uvw=textCoord;
floatd=texture3D(texD,uvw);Vec4color=transfer(d);
thedeformedrenderingcanbeachievedsimplybyinsertingtheinversedeformationintotheevaluation:
Vec3uvwo=textCoord;
Vec3uvw=invDeform(uvwo);
floatd=texture3D(texD,uvw);Vec4color=transfer(d);
Thelookupintothevolumetextureperformsapointsam-plingwhichmayleadtoaliasing.Thisproblemshouldbeaddressedwhetherornotdeformationisused.Anyvolumetexturesamplingsolution,suchasa3Danalogtoamipmap,appliestothedeformedcaseaswell.Tocorrectly lterthewarp,thekernelradiusmustbedeterminedforthespacingofthesamplingintexturespace,notobjectspace.Ourpresentimplementationimplementspointsampling.
Withthedeformationfunction“encapsulated”insideofthefragmentprogram,otheraspectsofthevolumerender-ingprocessareunchanged.Theundeformedvolumedataisstillstoreddirectlyinthe3Dtexture.Anyproxygeometrycanbeused,althoughitismostsensibletouseview-alignedplanestoavoidartifacts.Proxygeometryisprovidedwithobjectspacelocationsastexturecoordinates,justasbeforedeformationsbecamepartoftherenderingprocess.Thefactthatthisobjectspaceisdeformedobjectspaceishiddenas
Non-linear geometric deformation (or warping) is a useful tool for working with volumes. Unfortunately, the computational expense of performing the resampling needed to implement volume deformation has precluded its use in interactive applications. In this
thetransformationbetweendeformedandundeformedob-jectspaceinthefragmentprogram.
Unfortunately,thereareseveralhurdlesthatwemustad-dressinordertorealizesuchanapproach:
1.Fragmentprogramshavelimitedresourcesmakingsomedeformationfunctionsimpracticaltoimplement.2.Shadingneedsthegradientofthedeformedvolume.3.Giventhelargenumberoffragmentsthatmustberen-dered,theamountofcomputationmightleadtoperfor-manceissues.Thefollowingtwosectionsconsiderhowweaddressthese rsttwohurdles.TheperformanceconsiderationisdeferreduntilSection6.2.
3.3.DeformationFunctions
Onedif cultyinourmethodisthatthedeformationfunc-tionmustbeencodedintothefragmentprogram.While,inprinciple,thefragmentprogramsmaybegeneralpurposecomputations,inpracticetheresourcesavailabletofragmentprogramsaremorelimitedthanthosetotheCPU.Afurtherpracticallimitationisthatsincetheseprogramsareexecutedforeveryfragmentrendered,theymustbeef cient.Thecontinuedevolutionofhardwareandshadinglan-guagesexpandsthesetoffunctionsthatcanbeimplementedeffectivelyasfragmentprograms.However,theremayal-waysbesomefunctionsthataretoocomplexorcomputa-tionallyexpensivetoapplyinthefragmentprograms.Weevaluatesuchfunctionsusingadatacentricrepresentationofstoringatableofsamplesandinterpolating.
Theideaofstoringasampledrepresentationofthefunc-tionuina3Dtexturewassuggestedin[RSSSG01].Priortorendering,theinversedeformationfunctionisevaluatedontheCPUforallpointsonaregular3Dgrid.Thesesam-plesarestoredina3Dtexturethatisaccessedbythefrag-mentprograms.Becausetextureaccessprovidestrilinearin-terpolation,thisapproacheffectivelyconstructsanef cienttoevaluate,piecewise-linearapproximationtothedeforma-tionfunction.Evaluationoftheinversedeformationfunctioninthefragmentprogramsrequiresonlyasingle3Dtexturesamplingoperation,independentofthecomplexityofthefunctionitself.Thisdeformationtextureneednothavethesameresolutionasthevolumedata.
Theuseofasampleddeformationfunctionhasdraw-backs.Forone,itcomputesapiecewiselinearapproximationthatmayfailtocapturedesiredsmoothnessorhighfrequen-ciesunlesslargenumbersofsamplesareused(Figure3).Second,theentiretablemustbeevaluateddensely,whichmaybeexpensive.However,formanycategoriesoffunc-tions(suchaspolynomialsplines),methodsforcomputingregularsamplescanbemoreef cientthancomputinginde-pendentsamples.Third,fragmentprogramsoftenbecometexture-lookup
bound.
(a)163control
texture(b)323control
texture
(c)643control
texture
(d)Fragmentdeformation
Figure3:Imagesofasolidbrickinsideofa2563volumeun-derasinedeformation.Thedeformationisperformedwithcontroltexuresof:a)163,b)323,c)643.d)performsthedeformationinthefragmentshader.
Withourcurrent(circa2005)hardware(anNVIDIAGeForce6800GT)andshadinglanguagetechnology(GLSL),we ndthatsimpledeformationsarebestper-formeddirectlyintheshaders.Forexample,weimplementbendsandtwistsinthismanner.Weusedeformationtex-turestodisplayHierarchicalB-SplineandThin-PlateSplinedeformationsthatarecomputedontheCPU.Incaseswhereonlytheforwarddeformationfunctionisavailable,weusescattereddatainterpolationtoapproximatetheinverse.ThiscomputationisdoneontheCPUandappliedusingadefor-mationtexture.
3.4.GradientComputations
Becausethegradientisdependentonthedeformation,wecannotprecomputethegradientsthatwillbeusedforshad-ing.Wechoosetocomputethegradients’onthe y’inthefragmentshader,usingaforward nitedifferencescomputa-tion:
v(u(O))≈
(v(u(Ox+ Ox,Oy,Oz)) v(u(O)),(1)v(u(Ox,Oy+ Oy,Oz)) v(u(O)),v(u(Ox,Oy,Oz+ Oz)) v(u(O)))
whereOrepresentstheobjectspacecoordinates.Thismethodallowsustosampleagradientinviewspacewithoutcomputingdeformationderivatives.
The rst-order nitedifferencespoorlyestimatesgradi-ents,oftenleadingtovisualartifacts(Figure4).Toimple-mentbetterkernelsef ciently,thevolumetextureispre- ltered.OurimplementationusesaGaussianblurforthepre lter.Boththeoriginaltextureandthe lteredversion
cTheEurographicsAssociation2006.
Non-linear geometric deformation (or warping) is a useful tool for working with volumes. Unfortunately, the computational expense of performing the resampling needed to implement volume deformation has precluded its use in interactive applications. In this
(a) rst nite
differences(b)pre- ltered nitedifferences
Figure4:Aspherewithdiffuseilluminationillustratesis-suesingradientcomputation.(a)forwarddifferencespoorlyestimategradientsyieldingablockyappearance,thisissolvedbypre- lteringthevolumebeforegradientcompu-tation(b).
aresuppliedtothefragmentshader,andthelatterisusedforgradientcomputation.Becauseofitsband-limitation,theresolutionofthepre- lteredvolumecanbereducedtore-ducetexturememoryuse.4.SamplingTechniques
Theencapsulationofthedeformationintothefragmentshaderintheprevioussectionseparatestheprocessofgen-eratingthesamplesfromwarping.Wehavethe exibilitytouseproxygeometrysuitedtothetask.Intheprevioussec-tion,viewalignedplanesgeneratedasamplingappropriatefordirectvolumerendering.Inthissection,weusethefree-dominproxygeometrytoimplementsamplingthatachievesothervolumeinteractionmethods.
Anyproxygeometrycanbeusedtogeneratethefrag-mentsthatsamplethevolume.Thisenablessamplingalongarbitrarylinesandplanes.Toensurethatthesesamplescanbereadfromtheframebuffer,itisimportantthatthelineorplaneisviewaligned.Ourstrategyforsamplinganarbitrarylineorplaneistorotatetheviewsothatitisparalleltotheimageplane,rendertheelement,andthenreadtheresultsfromtheframebuffer.
Wenotethatotherapproachesforinteractivevolumede-formationsthatrelyondeformingthemeshoftheproxyge-ometry(§6.1)wouldrequiremorecomplexapproachestorealizingthealternatesamplingstrategies.
Wediscussmethodsthatexploitthefreedominproxyge-ometrytoperformray-castingandarbitraryslicing,andtodisplaymultipledeformedvolumessimultaneously.4.1.PickingandProbing
Onesimplesamplingtechniqueinvolvestheproxygeome-tryofaline.Theuseofalineasproxygeometryallowsustodoalinearprobe,whichissimilartothatofaray
cast.
cTheEurographicsAssociation2006.Figure5:ArenderingofahumanheadcapturedviaCT
imaging(512x512x106).Thisrenderingdisplaysaclippingplanewithasamplingplanerenderedbothontheclippingplaneandinadetachedviewportontheimageplane.Weobtainlinearprobesbyrotatingobjectspacetoalignthedesiredlineparalleltotheimageplane.Wethenrasterizethisline,directingfragmentshaderoutputandhencevolumesamplingoutputtothebackframebuffer,givingusahigh-resolutionsamplingofthedeformedspace.Wecanthencopythislinetomainmemoryforusebyuser-interfaces.Ourmethodsimpli essuchlinearprobessinceweonlyneedtodrawasinglelinetoobtaintheraycastinformationthroughthedeformedvolume.Withoutencapsulatingthede-formationinsideofthefragmentshader,thislinewouldneedtobepidedintoseverallinestoperformapiece-wiselinearapproximationofthedeformation.
Theabilitytocomputeaprobecreatesanumberofuserinteractionpossibilities.Forexample,auser-interfacecalledraypickingmayneedtodetermineatwhatdepththe rstdeformed“surface”occursunderthemouse.Anumberofdifferentprobescouldbeusedtodeterminethisinforma-tion.Onesuchprobewouldscanthegeneratedlineforthe rstnon-zeroalphavalue.Anothersuchprobemightscanthelineforthe rstgradientwith“large”magnitude.Athirdprobecouldsumalphavaluesuntiltheyexceedone,imply-ingin niteabsorptionofanythingfartherback.4.2.Slicing
Asecondproxygeometrythatisusefulforuserinterfacesisthatofaplane.Thoughplanesareusedasproxygeometryinthefullvolumerendering,theyhaveanother,commonlysoughtafteruse.Slicingplanesareidealforremovingdepthcomplexitywhenexploringvolumes.
Ourimplementationcansamplearbitraryplanesbyview-aligningthemandrenderingtothebackbuffer.Thiscanei-therbedisplayedinaseparateviewport,orappliedasatex-turedpolygoninobjectspace.BothdisplaysareillustratedinFigure5.
Non-linear geometric deformation (or warping) is a useful tool for working with volumes. Unfortunately, the computational expense of performing the resampling needed to implement volume deformation has precluded its use in interactive applications. In this
Figure6:AcruderegistrationofamousetorsocapturedviaMRI(256x256x192),showninblue/grey,toasecondmousecapturedviaCT(256x256x385),showninblack/red.Bothdatasetsandtheirassociatedwarptexturesarepassedtothefragmentshaders,wheretheyareshadedandmixed.
Toillustratetheusefulnessoftheseslicingplanes,con-sideravolumeobtainedthroughCTimagingasshowninFigure5.Aslicingplanealignedalongthedeformedobjectspaceaxiscanallowascientisttocomparethedeformedsliceagainstastandardatlasofthehead.Additionally,arbi-trarilyorientedslicescanbeexaminedandcompared.4.3.MultipleVolumeDisplay
Athirdanduniquebene tofarbitraryproxygeometriesisforthedisplayofmultipledeformedvolumes.Tocorrectlysamplespace,aproxygeometrysamplecannotoverlapotherproxygeometrysamples.Thisimpliesthatinordertocor-rectlyrendertwovolumesinthesamespace,theirsamplesmustbetakenandcombinedfromthesameproxygeometry.Therefore,techniquesthatadaptivelytessellatetheproxyge-ometriesdependentonthedeformationwouldhaveto ndanadaptivetessellationthatsatis esthedeformationsofeachvolume.
Ourmethodallowsustorendermultiplevolumesusingstandardproxygeometries,passingbothtexturevolumestothefragmentshaders.Thefragmentshadersthenhavetheadditionalfreedomtocomputetheiremissionsandabsorp-tionsbasedondifferentcombinationstrategies:sum,differ-ence,emittedcolormixing,etc.AscanbeseeninFigure6,theserenderingscanbevisuallycomplexanddif culttoin-terpret.Makinguseofsimultaneousvolumedisplayisanareaforfuturework.
esofDynamicVolumeDeformation
Therenderingandsamplingtechniquesdescribedinsections3and4providethebuildingblocksneededforanumberofapplications.Wewilloutlinesomefeaturesthatwehaveimplementedthatshowtheversatilityofourapproach.5.1.InteractiveControlofVolumeDeformationsWehaveimplementeddeformationsthatareinteractivelycontrolledbyadjustingtheirparameters.Theprimaryuse
ofthisislandmarkdeformationwhereasetofuserspeci- edpointsarecontrolled.Thismaybeusedforperforminginteractiveregistration[FRR96]
Landmarkdeformationfunctionsuseasetofpointpairsasparameters,whereonepointineachpair,thesource,isinundeformedobjectspace,andthesecondpoint,thetarget,isindeformedobjectspace.Thegoaloftheselandmarkbaseddeformationfunctionsisto ndamappingthateitherexactlyorapproximatelymapsbetweenallsourcesandtheircor-respondingtargets.TwoexamplesofdeformationsthatcanbeusedaslandmarkdeformationfunctionsareThinPlateSplinesandHierarchicalB-Splines.
Toaddmeaningfulpointpairs,weneedtobeabletoeas-ilyspecifysigni cantsurfacefeaturepoints.Theraypicker(§4.1)ingaraypicker,wecanallowtheusertoholddownthemouseandmoveapointalongthesurfaceofthevolume,evenifithasbeendeformed.Thisallowstheusertospecifyacoordinatein2D,andallowsthesystemtoinferthedepthalongtheraythattheuserwantstoselectandwith nerresolutionthanisactuallyusedtorenderthevolume.
Onceplaced,controlpointscaneitherbemanipulatedbyusingtheraypickertodragthepointsalongaspeci edsur-face,ordraggedinviewalignedplanes.Sinceavastmajorityoftheworkfordisplayingthedeformedvolumeisof oadedtotheGPU,theCPUcanbeutilizedmoreforsolvingthede-formation.Therefore,theusercanreceiveimmediatefeed-backofhowhisorheractionsareaffectingthedeformationbyobservingthechangesinvolumedeformation.
Raypickingcanalsobeofusetoauserinterestedininter-activeregistration.Whileviewingmultiplevolumes,sourcepointscanbeplacedalongthesurfaceofonevolume,andtargetpointscanbeplacedalongthesurfaceofasecondvol-ume.Thisispossiblesincetheraypickercanchangeshadersandpickwhichvolumeisbeinginteractedwith.
5.2.VolumeAnimations
Theabilitytorenderanddeformvolumesatinteractiveratesnaturallyleadstodeformationbasedanimations.Ourexplo-rationofthisareahasbeenminimal,however,wehaveim-plementedapulsing, sh-eyelikedeformationasaproofofconcept.Thisparticularanimationcausesalocaldeforma-tionwithinasphereofin uencearoundthepointofinterest.Sincethehumaneyeisattractedtomovement,weenvisionsuchadeformationasauser-interfacetoolthatisusefulfordrawingattentiontoaregionofinterest.
Thisparticularanimationisattractivebecausethedefor-mationfunctioncanbecomputedcompletelyintheshader.Theapplicationsimplyhastopassafew oatingpointpa-rametersde ningthedeformationforthatparticularframe.Therefore,thecostofanimationoverrenderingisnegligible.
cTheEurographicsAssociation2006.
Non-linear geometric deformation (or warping) is a useful tool for working with volumes. Unfortunately, the computational expense of performing the resampling needed to implement volume deformation has precluded its use in interactive applications. In this
Figure7:Aleaferwidgetfrom[GTB03]implementedasa
deformation.5.3.VolumeWidgets
Wehaveimplementedseveralvolumewidgetsasdiscussedin[GTB03],includingtheoneshowninFigure7.Weim-plementthesedeformationdirectlyintheshader.Thedis-continuitiesinthedeformationfunctionsthatrepresentthesewidgetsrequireconditionalbranchesthatareinef cientonsomecurrenthardware.6.Discussion
Inthissection,wewilladdressourthirdhurdlefordefor-mationrendering:performance.First,wewillcompareourmethodwithotherhardwareacceleratedmethods,parisonwithPer-VertexMethods
Ourapproachprovidesinteractivedisplayofdeformedvol-umesbyperformingaper-fragmentevaluationofthede-formationfunction.Thealternativeistoapplythedefor-mationtotheproxygeometryonaper-vertexbasis.Ex-amplesofsuchanapproachinclude[FHSR96],[KY97],and[RSSSG01].Here,wecompareourper-fragmentap-proachwiththeseper-vertexapproaches.
Per-vertexapproachesrelyonatesselationoftheproxygeometrytoprovidethesetofverticestodeform.Iftheproxygeometryistobeviewdependent,itmustbere-tesselatedwhenevertheviewchanges.Thismakesmethodsthatrenderfrommultipleviewpoints(§4)dif cult,particu-larlyifweareconcernedwithusingthesamesamplingsothatmultipleviewscanbeusedseamlessly(asinFigure5).Italsocomplicatestheuseofview-alignedproxygeometry.Suchgeometryisadvantageousasituniformlysamplestheobjectspace,leadingtomoreconsistenttransparentshadingeffects.
Per-vertexmethodsrelyonsubpisiontoreducethenum-berofdeformationevaluationsthatneedtobeperformed.Sinceweareinterestedindynamicdeformations,thismeansthatchangesinthedeformationwouldrequireanewsub-pision,anewtessellation,andnewdeformationevalua-tions.Wecaneliminatethesubpisionconsiderationifwe
cTheEurographicsAssociation2006.ShaderSine29fps7.1fpsTexture21.7fps5.7fps
Table1:Performancesummary,discussedinsection6.2.Case1representsasimpletransferfunctionandCase2rep-resentsagradientcomputationanddiffuseshading.
ControlTextureSizeSamp/Vox
163264FSTable2:Frameratesinfpsofcontroltexturesizevs.sam-pleplanespervoxel,usingthemousetorsoofFigure1,a256x256x192volume.
assumea xed,uniformsubpisionisused,whichissensi-bleforevaluationarapidlychanging,unknowndeformation.Wecanalsoeliminatethetesselationconsiderationifweuseobject-orientedgeometry.Undertheseconditions,ourmeth-odsarethemostsimilar.
Ourmethods,therefore,haveadvantagesinprovidingfor exibleproxygeometrythatenablesinteractiontechniquesandavoidsrecomputationwhendeformationschange.Intermsofperformance,ourmethodoffersadifferentsetoftradeoffsaswemovemoreofthecomputationfromtheCPUtothefragmentshaders.Becausefragmentshadersexecuteinparallel,theyaremorelikelytoprovideperformancein-creasesinfuturegenerations.6.2.PerformanceandAccuracy
Weevaluatedtheperformanceofourprototypeimplemen-tationonaPCwitha3GhzIntelPentium4ProcessorandanNVIDIAGeForce6800GTgraphicscard.Whileourim-plementationadjustssamplingratestoprovidefasterperfor-manceattheexpenseofimagequality,we xthesamplingrateatthesizeofthesmallestobject-spacevoxelfortheseperformancemeasurements,exceptwherenotedotherwise.Allmeasurementsarefortheachievedsystemframeratein-cludinganycomputationofthedeformations.
Therenderingratesonarealisticexample(the512x512x106CTHead,Figure5)aresummarizedinTa-ble1.Weevaluatetwoshadingtypesandthreedeformations.Forrenderingcase1,adensityvalueisconvertedtoacolorandalphavaluebasedonatransferfunctiontexturelookup.Forrenderingcase2,weaddouron-the- ygradientcom-putationandadotproductisperformedfordiffuseshading.Thedeformationsweconsiderareatrivialtranslationandasinewave,bothimplementedintheshader,andaHierarchi-calB-Splinethatisevaluatedandstoredina163texture.Thetrivialtranslationdefomationisinterestingbecause
Non-linear geometric deformation (or warping) is a useful tool for working with volumes. Unfortunately, the computational expense of performing the resampling needed to implement volume deformation has precluded its use in interactive applications. In this
Samp/Vox
81632Table3:Frameratesinfpsofcontroltexturesizevs.sampleplanespervoxel,whilechangingtheHBSplinedeformationofthe256x256x192mousetorsoofFigure1.
althoughitadds(almost)nocomputationtotheshadingpro-cess,itdoeseffectperformance.Directlyfeedingthetexturecoordinatetothetexturelookupachieves39fpsincase1.Performingatrivialcomputationonthecoordinate rstre-ducestheperformanceto29.2fps.Thissuggeststhattheun-derlyinggraphicssystemprovidessomeoptimizationfordi-recttexturelookups.Sinceweareunsureifthisoptimizationcouldbeleveragedfordeformations,wereporttheshiftedcaseinthetable.
Thedropinframeratebetweencase1andcase2,whereweaccessanadditionaltexturefourtimes,suggeststhatourperformanceisboundbytextureaccess.Thesetexturelookupsmayhavepoormemorycoherence.Slowdownsinadditiontothisincreasedshadercomplexitycomefromwrit-ingtothedeformationtexture,andfrommemoryband-widthtothegraphicscardtoupdatethedeformationtex-tures.Overall,we ndthattheapplicationsdescribedinsec-tion5areinteractiveifweusethereducednumberofsam-plingplanesduringinteraction.
ToshowtheperformanceimpactofcontroltexturesizeweusethedatasetseeninFigure1.Performanceforasim-pledeformationisshowninTable2.Asexpected,largercon-troltexturesslowrenderingslightly,andthefragmentshaderdeformation,usingnodeformationtexturelookup,isnearlytwiceasfast.
Whentheevaluationsofthedeformationfunctionbecomemoreexpensive,bettersamplingofthedeformationfunc-tionshavemoreofaperformanceimpact.Table3,weshowtheframeratewhilechangingacontrolpoint,solvingforthenewHBSplinedeformation,storingtheevaluationsinthecontroltexture,andrenderingtheimage.
Performanceofourprototypeshowsthatinteractiveview-ingofvolumeswithdynamicdeformationsispracticaloncurrenthardware.Ourmethodsarewell-posedtoleveragetrendsingraphicshardware.Acknowledgments
ThisresearchwassupportedinpartbyNSFgrantsIIS-0416284andCCF-0540653.TBwassupportedbyanNLMCIBMtraininggrant(NLM5T15LM007359).WethankJamieWeichert’slabforprovid-inguswiththemousevolumesseeninFigure1and6.TheCTHeadinFigure5wasobtainedfromOpenQVis.
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