(A) fast volume rendering algorithm using limited size of memory = 제한된 메모리 하에서의 입체 랜더링 알고리듬

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This thesis proposes a direct volume rendering scheme using 3D image data. Because the general volume rendering algorithm handles very big size of data and requires a lot of memory, one of the most serious bottleneck is the system memory size. The proposed algorithm utilizes Sliding Buffer technique to resolve this problem. Because small size of Sliding Buffer rarely depends on hard swapping when rendering procedure is performed, it is very efficiently performed in the systems equipped with small size of memory. Additional speedup is obtained by reordering the direct rendering procedure. Instead of resampling both of color and opacity, only resampling of color is needed since it is possible to perform the classification step following the resampling step. During the ray tracing step, each scan-line is encoded by run length coding after each voxel is thresholded to transparent or not, and the transparent ones are skipped at volumetric compositing step. This method makes a great amount of reduction of redundancy in volume data set. The proposed method thus works with great efficiency specially under the circumstances of using limited size of system memory.
Advisors
Park, Hyeon-Wookresearcher박현욱researcher
Description
한국과학기술원 : 정보및통신공학과,
Publisher
한국과학기술원
Issue Date
1996
Identifier
107074/325007 / 000937097
Language
eng
Description

학위논문(석사) - 한국과학기술원 : 정보및통신공학과, 1996.2, [ v, 59 p. ]

Keywords

CT; Alpha channel; Volume rendering; MRI; 알파 채널; 입체 랜더링; Gradient; Opacity

URI
http://hdl.handle.net/10203/39964
Link
http://library.kaist.ac.kr/search/detail/view.do?bibCtrlNo=107074&flag=dissertation
Appears in Collection
ICE-Theses_Master(석사논문)
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