Generation of planar radiographs from 3D anatomical models using the GPU
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Transcript of Generation of planar radiographs from 3D anatomical models using the GPU
Generation of planar radiographs from 3Danatomical models using the GPU
André dos Santos CardosoSupervisor: Jorge M. G. Barbosa
University of PortoFaculty of Engineering of University of Porto
[email protected], [email protected]
May 10, 2010
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Contents
1 IntroductionContext OverviewProject’s Objective
2 State of the Art
3 Detailed ObjectivesTechnologies
4 Work Plan
5 Bibliography
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Context Overview
Digitally Reconstructed Radiographs(DRRs)
Taking a radiography from 3D digitalanatomical models – vertebrae modelsin this caseForm of depth peeling, usingray-casting
Key component in 2D/3D registrationprocess
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Context Overview
DRRs are taken from vertebrae models built with 3Dmeshes
DRR generation as mean to validate and/or correct thereconstructed 3D models
Vertebrae Shape Recovery Using 2D/3D Non-RigidRegistration
Important techniques for Scoliosis treatment and follow-upsVolume recovery using Biplanar Radiography TechniquesAlternatives to MRIs and CTs
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Project’s Objective
Build Fast DRR AlgorithmsDRR calculation is a bottleneck
3D reconstruction usage in adaily basis requires highperformances
Take advantage of processingpower of new GPUs
Common workstations could dothe job!
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State of the Art
Algorithms are variations of depth peeling using ray-casting,and attenuation law for bone materialFew Applications of DRR to 3D Meshes (most work on CTdata – voxels)Using OpenGL Shading Language (GLSL)
Multi Pass Algorithm is availableSingle Pass Algorithm is considered the state of the art, butno applied implementation exists
Compute Unified Device Architecture (CUDA) peelingexamples exist (no DRR examples)
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Detailed Objectives
Enhance the existing solution
Implement Single Pass Algorithm usingGLSL TechnologyImplement Single Pass Algorithm usingCUDA Technology
Compare and evaluate attainedsolutions with existing approaches
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TechnologiesC/C++ programming using OpenGL and CUDA
Intended solution working both on Windows and *nix systemsVisual Studio 2008 / Vim :)Possible packaging of solution as open-source library
GLSL is part of the OpengGL standardprovides mechanism to change graphics pipeline, usingshaders
CUDA is a Nvidia proprietary technologyNvidia’s CUDA SDK provides C/C++ extensions to executeparalell code directly on the GPU
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Work Plan
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Thank You for Listening!Ask Away!
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BibliographyI Cass Everitt.
Interactive order-independent transparency.NVIDIA OpenGL Applications Engineering. 05/15/2001. Accessed in April 29, 2010.http://developer.nvidia.com/object/Interactive_Order_Transparency.html.
I Fang Liu, Meng-Cheng Huang, Xue-Hui Liu, and En-Hua Wu.Freepipe: a programmable parallel rendering architecture for efficient multi-fragment effects.In I3D ’10: Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games,pages 75–82, New York, NY, USA, 2010. ACM.
I A. Mitulescu, W. Skalli, D. Mitton, and J. A. De Guise.Three-dimensional surface rendering reconstruction of scoliotic vertebrae using a non stereo-correspondingpoints technique.European Spine Journal, 2002.
I Shinichiro Mori, Masanao Kobayashi, Motoki Kumagai, and Shinichi Minohara.Development of a gpu-based multithreaded software application to calculate digitally reconstructed radiographsfor radiotherapy.Radiological Physics and Technology, 2009.
I Daniel C. Moura, Jorge G. Barbosa, João Manuel R. S. Tavares, and Ana M. Reis.Calibration of Bi-planar Radiography with a Rangefinder and a Small Calibration Object, pages 572–581.Springer Berlin / Heidelberg, 2008.
I Daniel C. Moura, Jonathan Boisvert, Jorge G. Barbosa, and João Manuel Tavares.Fast 3d reconstruction of the spine using user-defined splines and a statistical articulated model.In ISVC ’09: Proceedings of the 5th International Symposium on Advances in Visual Computing, pages586–595, Berlin, Heidelberg, 2009. Springer-Verlag.
I Daniel Russakoff, Torsten Rohlfing, Daniel Rueckert, Ramin Shahidi, Daniel Kim, Daniel Kima, Calvin R.Maurer, and Jr.Fast calculation of digitally reconstructed radiographs using light fields, 2003.
I F. P. Vidal, M. Garnier, N. Freud, J. M. Létang, and N. W. John.Simulation of x-ray attenuation on the gpu.In Proceeding of TCPG’09 - Theory and Practice of Computer Graphics, pages 25–32. Eurographics, June2009.
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