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Two-pass real-time direct isosurface rendering algorithm optimization for HTC Vive and low performance devices.

机译:HTC Vive和低性能设备的两遍实时直接等值面渲染算法优化。

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Real-time visualization of 3D medical data on low-performance mobile and virtual reality (VR, e.g. HTC Vive) devices is non-trivial because it is necessary to render image twice per frame for each of the eyes. The algorithm presented in this paper describes an approach that allows visualizing 3D medical data in real-time without loss of quality as well as demanding less computational resources. The proposed method is a two-pass rendering algorithm, whereby the approximate texture is rendered at the first step and optimized detailed ray casting applied to the whole scene at the second step. Since the algorithm requires no preprocessing and both passes are performed on each visualization frame, the algorithm allows to dynamically change the level of rendered isosurfaces; this is one of the chief advantages of the proposed approach. The versatility of the solution allowed its implementation for medical data visualization on various platforms, i.e. HTC Vive, Web Browsers, Android devices, and iOS devices.
机译:在低性能移动和虚拟现实(VR,例如HTC Vive)设备上实时可视化3D医学数据是很重要的,因为有必要为每只眼睛的每帧渲染两次图像。本文提出的算法描述了一种方法,该方法可以实时可视化3D医学数据,而不会降低质量,并且需要更少的计算资源。所提出的方法是一种两遍渲染算法,其中第一步将渲染近似纹理,第二步将优化的详细射线投射应用于整个场景。由于该算法不需要预处理,并且两次遍历都在每个可视化帧上进行,因此该算法允许动态更改渲染的等值面的水平;这是所建议方法的主要优点之一。该解决方案的多功能性使其可以在各种平台(即HTC Vive,Web浏览器,Android设备和iOS设备)上实现医疗数据可视化。

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