Volume Rendering
from
OpenGL:
FROM THE EXTENSIONS TO THE
SOLUTIONS
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Volume Rendering
In order to locate tumors, the doctors analyse
a stack of parallel scanned images of the brains of their patients,
which often requires re-slicing this volume along another axis.
Since the spectrum of a scanner often extends beyond
the color spectrum
perceptible to the human eye,
the first technique (Window Leveling) applied to the data
is to scale and offset (level) them to the interesting range.
When time allows a preliminary indexing (Archiving) of the data,
then color tables are also used.
The data size represents the most drastic constraints
of Medical Imaging Applications:
256x256x124 or 512x512x64 16-bit datasets are fairly common,
which often exceed the texture memory capacity.
The dataset has then to be divided
(real-time Tiling) into separate tiles,
which are processed individually:
the results are assembled in the final view.
This demonstration prototype was developed with the
collaboration of
G.E. Medical Systems, in France.
The windowLevel program has been compiled and tested
on the following High and Maximum Indigo² Impact systems
(and it is always preferable to run it
on systems with 4 TRAMS):
- IRIX 5.3 All Indigo² IMPACT with patch 1105
- IRIX 6.2
It is expected to compile and run on the following systems
but has NOT BEEN TESTED:
- Infinite Reality
- Reality Engine
(5.3 with OpenGL Extensions Patch 918
(successor to 154))
The windowLevel binary on v6.1 of the Developer Toolbox
was generated on an IRIX 6.2 Indigo² Impact system.
In order to recompile you must install the GLUT 3.0 software,
included on this v6.1 Toolbox, onto your own system. The inst
images or tardist file can be found in
toolbox/src/exampleCode/opengl/GLUT/inst
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