Space Skipping Ray Casting Engine for Volume Rendering

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Solution Overview

Problem

Current multi-dimensional image rendering techniques, such as ray-casting, are computationally expensive and time-consuming, often resulting in slow image rendering and omission of context-providing detail, particularly in medical imaging applications, where only surface rendering is used to reduce computation, leading to difficulties in interpreting rendered images.

Innovation Solution

The implementation of a ray-casting engine with space skipping logic that forms a multi-resolution pyramid of volumes, where rays are clipped and optimized using lower resolution data to reduce computational load, allowing for efficient rendering of two-dimensional images from three-dimensional volumes by focusing on non-transparent voxels.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Measurement precision

If ray-casting is used to render three-dimensional volume data, then accurate and detailed images can be obtained, but the computational cost and time required are extremely high

Engineering Contradiction:
Improveimage accuracyVSAvoidrendering speed
Core Design Contradiction:
Measurement precisionVSProductivity

Solution Approach 1:

The volume data is divided into multiple pyramids at different resolutions. Each pyramid represents a segmented portion of the complete volume, allowing the rendering process to work with smaller, more manageable data sets while maintaining overall accuracy through multi-resolution integration

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The volume data is pre-processed into a multi-resolution pyramid structure before rendering. This preliminary organization of data into hierarchical levels allows the ray-casting algorithm to efficiently skip computations by first consulting lower-resolution data, thereby reducing computational cost while preserving image accuracy

Inventive Principle:
Principle #10Preliminary action

2Productivity

If only surface rendering is used to reduce computation, then rendering time is reduced, but context-providing detail is omitted making interpretation harder

Engineering Contradiction:
Improverendering speedVSAvoidcontext detail
Core Design Contradiction:
ProductivityVSLoss of information

Solution Approach 1:

The rendering process applies different levels of detail selectively: lower-resolution pyramids are used for regions where speed is prioritized, while higher-resolution pyramids provide detailed context where needed. This local differentiation allows both speed and information retention in different parts of the rendered image

Inventive Principle:
Principle #3Local quality

3Productivity

If empty space skipping using depth-first tree searches is used, then rendering speed is improved, but the technique is designed for CPUs and may not optimize for other architectures

Engineering Contradiction:
Improverendering speedVSAvoidarchitecture compatibility
Core Design Contradiction:
ProductivityVSAdaptability or versatility

Solution Approach 1:

The multi-resolution pyramid structure serves multiple functions across different computing architectures. It enables empty space skipping for CPU-based ray-casting while also providing efficient data organization for GPU-based volume rendering, making the approach universally applicable across different hardware platforms without requiring architecture-specific optimizations

Inventive Principle:
Principle #6Universality (Multi-functionality)

Data Source

PatentUS9177416B2Space skipping for multi-dimensional image rendering
Publication Date: 2015.11.03 MICROSOFT TECHNOLOGY LICENSING LLC
  • US9177416B2 patent drawing
  • US9177416B2 patent drawing
  • US9177416B2 patent drawing

AI summary

Space skipping for multi-dimensional image rendering is described. In an embodiment a ray-casting engine is used to form a two dimensional image from an at least three dimensional image volume by computing rays extending from a camera location, through the two dimensional image and into the volume. For example, a space skipping logic is used to clip the rays such that computationally expensive aspects of ray-casting only need to be performed along the clipped rays. For example a volume pyramid is formed by repeatedly reducing the resolution of the volume data. In an example, each ray is intersected with the lowest resolution volume of the pyramid and clipped using data from that volume. In examples, the clipping is then repeated at higher resolutions in order to clip the ray closely to non-transparent voxels in the volume and optimize the task of rendering the image.