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

机译:HTC Vive和低性能设备的双通实时直接异位渲染算法优化。

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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:低性能移动和虚拟现实的3D医疗数据的实时可视化(VR,例如HTC Vive)设备是非微观的,因为有必要为每个眼睛呈现两次图像。本文呈现的算法介绍了一种方法,允许实时可视化3D医疗数据,而不会损失质量以及要求较少的计算资源。所提出的方法是一种双通渲染算法,由此在第一步呈现近似纹理,并在第二步骤中应用于整个场景的优化详细射线铸件。由于算法不需要预处理,并且在每个可视化帧上执行两个通过,因此该算法允许动态地改变呈现的异度填料的级别;这是所提出的方法的主要优势之一。解决方案的多功能性使其在各种平台上实现医疗数据可视化,即HTC Vive,Web浏览器,Android设备和IOS设备。

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