Deformable Bricked Volume Rendering via Hierarchical Visibility

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Solution Overview

Problem

Current direct volumetric rendering techniques face challenges in efficiently rendering deformable volumes larger than graphics memory, particularly with bricking methods, as deformation fields disrupt brick boundaries, necessitate dynamic preprocessing, and destroy information used for empty-space skipping, leading to inefficiencies in rendering and memory management.

Innovation Solution

A method is introduced that compares 3D volumetric voxel datasets to generate a deformation dataset, subdivides the volume into hierarchical cubic bricks and blocks, determines visible blocks, and processes them in visibility order, adding deformation values to render objects, allowing for dynamic deformations across brick boundaries without requiring expensive preprocessing or resampling.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Quantity of substance

If brick-based volume rendering is used to handle large volumes exceeding graphics memory, then memory management efficiency is improved, but deformation fields disrupt brick boundaries causing rendering inefficiency

Engineering Contradiction:
Improvevolume data sizeVSAvoidrendering speed
Core Design Contradiction:
Quantity of substanceVSProductivity

Solution Approach 1:

The volume data is divided into multiple bricks that can be independently loaded into graphics memory. Each brick is further subdivided into blocks for visibility testing. This hierarchical segmentation allows efficient memory management while maintaining the ability to handle deformations by selectively loading and processing only visible blocks after deformation transformation.

Inventive Principle:
Principle #1Segmentation

2Measurement precision

If deformation fields are applied to volumetric data, then visualization accuracy is improved, but preprocessing complexity and memory usage increase

Engineering Contradiction:
Improvevisualization accuracyVSAvoidpreprocessing complexity
Core Design Contradiction:
Measurement precisionVSDevice complexity

Solution Approach 1:

The system implements dynamic deformation where the deformation field is applied at render time rather than through expensive preprocessing. The deformation transformation is computed on-the-fly for each block visibility test, allowing accurate visualization without the memory and time costs of pre-deforming the entire volume dataset.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

Instead of physically transforming the volume data through preprocessing, the system uses virtual copying where deformation is applied computationally during rendering. The original volume data remains unchanged in memory, and deformation effects are achieved through coordinate transformation during the visibility test and rendering stages.

Inventive Principle:
Principle #26Copying

3Quantity of substance

If brick boundaries are fixed for memory management, then memory efficiency is improved, but deformation fields crossing boundaries require resampling

Engineering Contradiction:
Improvememory usageVSAvoidrendering flexibility
Core Design Contradiction:
Quantity of substanceVSEase of manufacture

Solution Approach 1:

The system changes the parameter space by applying deformation transformations to block coordinates rather than physically relocating data blocks. This allows blocks to virtually cross brick boundaries without actual data movement or resampling, maintaining both memory efficiency and rendering flexibility.

Inventive Principle:
Principle #35Parameter changes

4Productivity

If visible blocks are determined using min-max voxel values, then rendering speed is improved, but deformation fields destroy this information

Engineering Contradiction:
Improverendering speedVSAvoidempty-space skipping information
Core Design Contradiction:
ProductivityVSLoss of information

Solution Approach 1:

The system performs preliminary deformation transformation on block coordinates before visibility testing. By pre-applying the deformation transformation to the block bounding box corners, the system can accurately determine which deformed blocks are visible without losing the min-max information needed for efficient visibility culling.

Inventive Principle:
Principle #10Preliminary action

Data Source

PatentUS8497861B2Method for direct volumetric rendering of deformable bricked volumes
Publication Date: 2013.07.30 SIEMENS HEALTHINEERS AG
  • US8497861B2 patent drawing
  • US8497861B2 patent drawing
  • US8497861B2 patent drawing

AI summary

A method for rendering a deformable object. The method includes: obtaining a 3D volumetric voxel dataset of a region, such region having therein an object to be rendered; building a tree hierarchical structure for the obtained volumetric dataset, such tree structure blocks as the nodes of a primary tree hierarchy and bricks being those blocks stored as textures in a video memory; augmenting the primary tree hierarchical structure with maximum and minimum values of the data contained within a block; creating a neighborhood tree hierarchy having for each leaf block of the neighborhood tree hierarchy a reference to the neighboring leaf blocks in the neighborhood tree hierarchy as well as references to neighboring bricks in the neighborhood tree hierarchy; updating the information about minimum and maximum in the primary tree hierarchy by saving for each block the minimum and maximum of the neighboring blocks; and rendering the leaf blocks in visibility order.