4D Visualization 1
4D Visualization 1
4D Visualization 1
INTRODUCTION:
The practice of medicine and study of biology have always relied on
visualizations to study the relationship of anatomic structure to biologic function
and to detect and treat disease and trauma that disturb or threaten normal life
processes. Traditionally, these visualizations have been either direct, via surgery
or biopsy, or indirect, requiring extensive mental reconstruction. The
revolutionary capabilities of new three-dimensional (3-D) and four-dimensional
(4-D) medical imaging modalities [computed tomography (CT), magnetic
resonance imaging (MRI), positron emission tomography (PET), ultrasound
(US), etc. along with computer reconstruction and rendering of multidimensional
medical and histologic volume image data, obviate the need for physical
dissection or abstract assembly of anatomy and provide powerful new
opportunities for medical diagnosis and treatment, as well as for biological
investigations.
Forming an image is mapping some property of an object onto image space. This
space is used to visualize the object and its properties and may be used to
characterize quantitatively its structure or function. Imaging science may be
defined as the study of these mappings and the development of ways to better
understand them, to improve them, and to use them productively. The challenge
of imaging science is to provide advanced capabilities for acquisition, processing,
visualization, and quantitative analysis of biomedical images to increase
substantially the faithful extraction of useful information that they contain.
Surface Rendering:
Surface-rendering techniques characteristically require the extraction of
contours (edges) that define the surface of the structure to be visualized. An
algorithm is then applied that places surface patches or tiles at each contour
point, and, with hidden surface removal and shading, the surface is rendered
visible.
ADVANTAGE:
DISADVANTAGES:
Volume Rendering:
One of the most versatile and powerful image display and manipulation
techniques is volume rendering. Volume-rendering techniques based on ray-
casting algorithms have generally become the method of choice for visualization
of 3-D biomedical volume images.
Ray-tracing model is used to define the geometry of the rays cast through the
scene(volume of data). To connect the source point to the scene, for each pixel of
the screen, a ray is defined as a straight line from the source point passing
through the pixel. To generate the picture, the pixel values are assigned
appropriate intensities sampled by the rays passing everywhere through the
scene. For instance, for shaded surface display, the pixel values are computed
based on light models (intensity and orientation of light source(s), reflections,
textures, surface orientations, etc.) where the rays have intersected the scene.
There are two general classes of volume display: transmission and reflection.
For transmission-oriented displays, there is no surface identification involved. A
ray passes totally through the volume, and the pixel value is computed as an
integrated function. There are three important display subtypes in this family:
brightest voxel, weighted summation, and surface projection (projection of a
thick surface layer). For all reflection display types, voxel density values are used
to specify surfaces within the volume image. Three types of functions may be
specified to compute the shadingdepth shading, depth gradient shading, and
real gradient shading.
Full-gradient volume-rendering methods can incorporate transparency to
show two different structures in the display, one through another one. The basic
principal is to define two structures with two segmentation functions. To
accomplish this, a double threshold on the voxel density values is used. The
opaque and transparent structures are specified by the thresholds used. A
transparency coefficient is also specified. The transparent effect for each pixel on
the screen is computed based on a weighted function of the reflection caused by
the transparent structure, the light transmission through that structure, and the
reflection of the opaque structure.
ADVANTAGES:
Direct visualization of the volume images without the need for prior surface or object
segmentation, preserving the values and context of the original image data.
Application of various different rendering algorithms during the ray-casting process.
Surface extraction is not necessary, as the entire volume image is used in this rendering
process, maintaining the original volume image data.
Capability to section the rendered image and visualize the actual image data in the volume
image and to make voxel-value based measurements for the rendered image.
The rendered surface can be dynamically determined by changing the ray-casting and
surface recognition conditions during the rendering process.
Display surfaces with shading and other parts of the volume simultaneously.
Displays data directly from the gray-scale volume.
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CONCEPT OF 4D VISUALIZATION:
In the field of scientific visualization, the term "four dimensional visualization"
usually refers to the process of rendering a three dimensional field of scalar
values. While this paradigm applies to many different data sets, there are also
uses for visualizing data that correspond to actual four-dimensional structures.
Four dimensional structures have typically been visualized via wire frame
methods, but this process alone is usually insufficient for an intuitive
understanding. The visualization of four dimensional objects is possible through
wire frame methods with extended visualization cues, and through ray tracing
methods. Both the methods employ true four-space viewing parameters and
geometry. The ray tracing approach easily solves the hidden surface and
shadowing problems of 4D objects, and yields an image in the form of a three-
dimensional field of RGB values, which can be rendered with a variety of existing
methods. The 4D ray tracer also supports true four-dimensional lighting,
reflections and refractions.
The display of four-dimensional data is usually accomplished by assigning
three dimensions to location in three-space, and the remaining dimension to
some scalar property at each three-dimensional location. This assignment is quite
apt for a variety of four-dimensional data, such as tissue density in a region of a
human body, pressure values in a volume of air, or temperature distribution
throughout a mechanical object.
Viewing in Three-Space
The first thing to establish is the viewpoint, or viewer location. This is easily
done by specifying a 3D point in space that marks the location of the viewpoint.
This is called the from-point or viewpoint.
The next thing to establish is the line of sight. This can be done by either
specifying a line-of-sight vector, or by specifying a point of interest in the scene.
The point-of-interest method has several advantages. One advantage is that the
person doing the rendering usually has something in mind to look at, rather than
some particular direction. It also has the advantage that you can ``tie'' this point
to a moving object, so we can easily track the object as it moves through space.
This point of interest is called the to-point.Now to pin down the orientation of the
viewer/scene ,a vector is specified that will point straight up after being projected
to the viewing plane. This vector is called the up-vector.
Since the up-vector specifies the orientation of the viewer about the line-of-
sight, the up-vector must not be parallel to the line of sight. The viewing program
uses the up-vector to generate a vector orthogonal to the line of sight and that lies
in the plane of the line of sight and the original up-vector.
The angle from D to From to B is the horizontal viewing angle, and the angle from
A to From to C is the vertical viewing angle.
To render a three-dimensional scene, we use these viewing parameters to project
the scene to a two-dimensional rectangle, also known as the viewport. The
viewport can be thought of as a window on the display screen between the eye
(viewpoint) and the 3D scene. The scene is projected onto (or ``through'') this
viewport, which then contains a two-dimensional projection of the three-
dimensional scene.
Viewing in Four-Space
To construct a viewing model for four dimensions, the three-dimensional viewing
model is extended to four dimensions.
Three-dimensional viewing is the task of projecting the three-dimensional
scene onto a two-dimensional rectangle. In the same manner, four-dimensional
viewing is the process of projecting a 4D scene onto a 3D region, which can then
be viewed with regular 3D rendering methods. The viewing parameters for the 4D
to 3D projection are similar to those for 3D to 2D viewing.
As in the 4D viewing model, we need to define the from-point. This is
conceptually the same as the 3D from-point, except that the 4D from-point
resides in four-space. Likewise, the to-point is a 4D point that specifies the point
of interest in the 4D scene.
The from-point and the to-point together define the line of sight for the 4D
scene. The orientation of the image view is specified by the up-vector plus an
additional vector called the over-vector. The over-vector accounts for the
additional degree of freedom in four-space. Since the up-vector and over-vector
specify the orientation of the viewer, the up-vector, over-vector and line of sight
must all be linearly independent.
Features
Fast and highly interactive volume exploration in 3D and 4D.
Volocity Visualization
Volocity Classification
Volocity Classification is designed to identify, measure and track biological
structures in 2D, 3D and 4D. This unique module incorporates innovative new
classification technology for rapid identification and quantitation of populations
of objects in 2D and 3D.The Classifier Module enables the user to 'train' Volocity
to automatically identify specific biological structures. Complex classification
protocols for detecting objects can be created and saved to a palette and then
executed with a. Classifiers can be applied to a single 3D volume, to multi-
channel 3D volumes and to time resolved volumes.
Features:
Volocity Restoration
Features
Iterative Restoration for improvement of XY and Z resolution.
Fast Restoration for improvement of XY resolution.
Confocal and Wide Field PSF Generator.
Tools for illumination correction.
Measured PSF Generator for confocal and wide field images.
Batch processing of 3D sequences.
OBJECTIVES:
o To easily visualize the evolution of the structures in 3D during all the steps of the
experiment.
o To be able to select one given structure in order to study its spatial behavior relatively to
others (fusion, separation.)
o To measure parameters such as: shape, volume, number, relative spatial
localization for each time point, trajectories and speed of displacement
for each structure either alone or relatively to the others
o To cumulate the data of several structures within many cells and in different experimental
conditions in order to model their behavior.
Space-Time Extraction
Here the idea is to model the objects of interest and their evolution, with a 4D
tool that is also suited for visualization and quantification.
Multi-Level Analysis:
The reconstruction of one object in the 4D data can be applied for very kind of
objects, even if one is included inside another one.
Figure shows two levels corresponding to the nucleolus and UBF-GFP spots. For
example, one can compute the evolution of both the nucleoli and the UBF-GFP
proteins. If the nucleoli are moving fast, the movements of the UPF-GFP proteins
must significantly be corrected, to take it into account.
Parameter Gluing:
Figure shows that the evolution of the spots of the upper part of the image is not
easy to qualify. Sometimes false merges occur: when two spots are becoming
closer, they may be merged by the deformable model. The resolution of the model
is thus important for the reconstruction.
A scheme of the designed Workstation. The ultrasonic test is realized in real time
using a two-dimensional echo graphic ESOATE PARTNER model AU-3 with a
sectoral multi-frequency transducer of 3.5/5.0 MHz.
RESULT
METHOD:
Figure shows the pipeline for the extraction and visualization of heart cavities
from image data that will be integrated into the Cardiac Station.
The data is either visualized without any preprocessing applying direct volume
rendering, or in the first step segmented by application of semi-automatic 2D/3D
segmentation methods. A subsequent triangulation process transforms the result
into hardware renderable polygonal surfaces that can also be tracked over the
temporal sequence. Finally the time-variant model is visualized by application of
advanced 5D visualization methods.
BIBLIOGRAPHY
W. de Leeuw and R. van Liere. Case Study: Comparing Two Methods for Filtering
External Motion in 4D Confocal Microscopy Data. Joint Eurographics .
W.E. Lorensen and H.E. Cline. Marching cubes: a high resolution 3D surface
construction algorithm. Computer Graphics (Siggraph87 Proceedings), 21(4),
pp163-169.
M. Levoy. Display of surfaces from volume data. Computer Graphics & Application.
O. Wilson, A.V. Gelder and J. Wilhems. Direct volume rendering via 3D textures.
Tech. Rep. UCSC-CRL-94-19, University of California at Santa Cruz.