Medical Volume Rendering With Primitive-Volume Depth Compositing
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Solution Overview
Problem
Conventional methods for rendering mesh primitives like bounding boxes or clipping surfaces with volume data in medical imaging result in poor display effects due to light scattering issues and interdependence of rendering light and shadow effects, especially for wireframes, leading to suboptimal medical image quality.
Innovation Solution
A method involving rasterization of primitives to determine rendering parameters, depth determination of volume data pixel points, and a hybrid rendering approach combining physical rendering and ray-tracing based on opacity and depth relationships between primitive and volume data pixel points to achieve accurate and clear image presentation.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Reliability
If physical rendering is performed on both volume data and mesh primitives simultaneously using the same light, then rendering integration is achieved, but light scattering and shadow effects interfere with each other resulting in poor display quality
Solution Approach 1:
The patent segments the rendering process into two independent parts: rendering the volume data and rendering the mesh primitives. By separating these rendering operations, the patent eliminates the interference between light scattering effects of volume data and shadow effects of mesh primitives, while still achieving integrated display through composite rendering. This resolves the technical contradiction by maintaining rendering integration without the harmful light scattering interference.
2Illumination intensity
If ray-tracing is used for physical rendering, then realistic lighting effects are achieved, but wireframe primitives without area cannot be rendered directly due to lack of light scattering
Solution Approach 1:
The patent introduces an intermediary approach by rendering wireframe primitives through a different mechanism than volume data. Instead of relying on light scattering (which requires area), the patent uses direct rendering of wireframe geometry with explicit edge and vertex processing. This intermediary method allows wireframes to be rendered without area-dependent light scattering, solving the contradiction between realistic lighting effects and primitive rendering capability.
3Stability of the object's composition
If mesh primitives and volume data share the same rendering light, then scene consistency is maintained, but rendering time and computational resources increase
Solution Approach 1:
The patent segments the rendering computation into separate passes for volume data and mesh primitives. Each segment uses optimized rendering techniques appropriate to its type, avoiding the computational overhead of simultaneous physical rendering with shared light sources. This segmentation maintains scene consistency through composite rendering while significantly reducing total rendering time and computational resource requirements.
Data Source
AI summary
Systems and methods for image rendering are provided. The methods may include: rasterizing a primitive to determine rendering parameters of primitive pixel points representing the primitive in a target image; determining depth of volume data pixel points representing volume data in a preset region in the target image; and performing a physical rendering operation on the volume data to obtain the target image based on the depth of the volume data pixel points, color information of the volume data pixel points, and the rendering parameters, wherein the rendering parameters at least include depth of the primitive pixel points and color information of the primitive pixel points.


