E-Shell Rendering

Leonardo M. Rocha, A. Falcão
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引用次数: 0

Abstract

In medical imaging, shell rendering is considered one of the most efficient and effective methods for volume visualization. It requires a compact data structure of voxels and uses the voxel splatting technique for surface and volume rendering. In order to avoid holes in the rendition, the size of the voxels are usually made bigger than the size of the pixels for voxel splatting. In such a case, we have identified a conceptual problem in shell rendering which affects the correctness and quality of the renditions. We discuss this problem and propose a solution, which improves image quality without affecting the speed of the method. The new approach is called E-Shell Rendering (extended-shell rendering). It requires an extension of the shell data structure and a variant of the original algorithm. We illustrate and discuss the results with examples created by surface and volume rendering.
E-Shell呈现
在医学成像中,壳层绘制被认为是最有效的体可视化方法之一。它需要一个紧凑的体素数据结构,并使用体素喷溅技术进行表面和体渲染。为了避免再现中出现孔洞,体素的大小通常大于体素飞溅的像素大小。在这种情况下,我们已经确定了shell呈现中的一个概念性问题,它会影响呈现的正确性和质量。我们对这个问题进行了讨论,并提出了一种解决方案,在不影响算法速度的情况下提高了图像质量。这种新方法被称为E-Shell渲染(扩展外壳渲染)。它需要扩展shell数据结构和原始算法的变体。我们用表面和体渲染创建的例子来说明和讨论结果。
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