DaLuecke

Chair for Computer Aided Medical Procedures & Augmented Reality
Lehrstuhl für Informatikanwendungen in der Medizin & Augmented Reality

Diplomarbeit: New Volume Rendering Techniques for Images Registration

Abstract

Registering a medical data sets is a computationally demanding task. It comprises repeated generation of images from both data sets, which are compared iteratively with one another. 2D/3D registration as well as 3D/3D registration both basically involve a volume rendering of the medical data set(s). This process can be done more efficiently using texturing features available on DirectX 9.0 compliant graphics hardware such as NVidia Geforce FX or ATI Radeon 9800 boards. Rendering object-aligned slice using 2D textures and rendering view-aligned slices using a single 3D texture are already implemented. Texture color depth can either be 8 or 16 bit. The use of 16 bit and 32 bit floating point textures respectively is to be implemented soon. As well as storing the gradient information set along the intensity information of a medical data in a texture. Support for rendering into 16 or 32 bit floating point pixel buffers is also planned. Raycasting on the GPU and Hardware accelerated splatting for medical image registration is planned to be implemented further in development. All implementations will be done using OpenGL and the shader language "C for graphics".

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Diploma Thesis

-- PeterLuecke - 10 Jul 2004


ProjectForm
Title: New Volume Rendering Techniques for Images Registration
Abstract: Registering a medical data sets is a computationally demanding task. It comprises repeated generation of images from both data sets, which are compared iteratively with one another. 2D/3D registration as well as 3D/3D registration both basically involve a volume rendering of the medical data set(s). This process can be done more efficiently using texturing features available on DirectX 9.0 compliant graphics hardware such as NVidia Geforce FX or ATI Radeon 9800 boards. Rendering object-aligned slice using 2D textures and rendering view-aligned slices using a single 3D texture are already implemented. Texture color depth can either be 8 or 16 bit. The use of 16 bit and 32 bit floating point textures respectively is to be implemented soon. As well as storing the gradient information set along the intensity information of a medical data in a texture. Support for rendering into 16 or 32 bit floating point pixel buffers is also planned. Raycasting on the GPU and Hardware accelerated splatting for medical image registration is planned to be implemented further in development. All implementations will be done using OpenGL and the shader language "C for graphics".
Student: Peter Luecke
Director: Prof. Dr. Nassir Navab
Supervisor: Wolfgang Wein
Type: Diploma Thesis
Status: finished
Start:  
Finish:  


Edit | Attach | Refresh | Diffs | More | Revision r1.7 - 04 Dec 2006 - 17:09 - AndreasKeil