Volume rendering via ray casting of head, chest and feet. |
Methods for visualization of three dimensional data are
summarized as Volume Rendering (VR). It is
a process for visualizing sampled functions of three spatial dimensions by
computing 2-D projections of a colored, semitransparent volume. VR is a major application area in medical imaging where data
is mostly obtained by Computed Tomography (CT) or Magnetic Resonance Imaging (MRI).
There are a number of different methods to perform volume rendering, a common method is Ray Casting (RC) which
is a direct volume rendering method; a 3D view results from performing the
algorithm on a data set. In this procedure, which transforms data into a 3D
projection, rays are traced from the view point into the viewing volume.
The figure illustrates the principle approach of RC. It shows a volume which has a density D(x,y,z) and is penetrated by a ray R. |
From the light source S an
illumination
I (x,y,z)
can be
estimated at each point (x,y,z) along the ray. The intensity gritted along the ray to the eye depends on this value,
a reflection function P and the local density D (x,y,z). The dependence on density expresses the fact that
a few bright particles will scatter less light in the eye direction than a
number of dimmer particles. The density function along the
ray can be written as:
D(x(t),y(t),z(t))=D(t)
The illumination equation from the source as:
I(x(t),y(t),z(t))=I(t)
Furthermore the illumination scattered along R from a point
distance t along the ray can be written as:
I(t)D(t)P(cos∅)
∅ is the angle
between R and L, thus the light vector, from the point of interest. To determine I(t) the attenuation
of radiation from the light sources and the shadow when passing through the volume to the point of interest must be calculated. This is the
same as the computation of how the light scattered at point (x,y,z) is affected
in its way along R to the eye. In most algorithms, this calculation is ignored
and I(x,y,z) is set to be
uniform throughout the volume. In medical imaging, it would be impossible to
see into areas surrounded by bone if the bone were considered dense enough to
shadow light. On the other hand, in applications where internal shadows are
desired, this integral has to be computed. The attenuation due to the density function along a ray can
be calculated as:
exp(-τ∫D(s)ds) |t1,t2
τ is
a constant that transforms density to attenuation. The intensity of the
light reaching the eye along direction R due to all the elements along the ray
is defined as:
B=∫(exp(-∫D(s)ds))I(t)D(t)P(cos∅)|t1,t2;|t1,t2
The Ray Casting algorithm is usually implemented with a Transfer Function (TF). This is either a
linear or parabolic equation which defines the coherence between opacity and
color for each density value. With the TF colored an transparent effects can be
created on the data set. Many medical image viewer provide an option to define
a TF.
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