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OVERVIEW OF NAVIGATION SCHEME

The high-resolution 3D radiological image represents a virtual environment for exploration. The user begins the navigation somewhere inside the 3D image and navigates through the image. A navigation path is traced out as the user travels. At each step of the navigation path, the user sees a 3D view of the local environment around that viewing site.

Figure 2 illustrates the geometry for navigation. The 3D radiological image is represented by the large cube. A typical navigation path is depicted by the trajectory formed by the points , , ..., , where , , ..., are the corresponding time steps. At each time step , a small local cube of data is used to compute the 3D volume-rendered view at viewing site along the path. The local cube of data is the standard viewing pyramid encountered in ray casting [32]. For simplicity, we assume a parallel-projection geometry [33].

(While the parallel-projection geometry is not necessarily realistic for our 3D scenario, it is assumed in many 3D medical imaging problems. Further, our set-up provides much useful information -- especially given the dynamic nature of the display -- and the distortion is not necessarily that large. Section 5 provides more details.)

Figure 2. Navigation geometry. The large cube represents the 3D image environment. The curved line depicts a possible 3D navigation path traversed through the image. The small cubes represent the viewing pyramid (visible data) for various viewing sites.

The navigation path traversed by the user can be arbitrary. This implies that the viewing sites are constantly changing. Yet, for the navigation to be interactive, the volume-rendered views must be computed rapidly. Unfortunately, the associated numerical computations are intense, as noted earlier. The computational cost can be reduced by noting that the movements along a navigation path are incremental. Hence, the change in rendered views from one viewing site to the next along a path is small. An implication of this temporal coherence is that the data needed to compute the views changes little from one view to the next.

This observation motivates our method for interactive dynamic rendering. We first compute a data structure at that facilitates the computation of views , , , etc. Then, as one changes viewing site, we either access the data structure or update it to compute the needed view; this accessing and updating can be done quickly using a series of numerical procedures described in Section 3. An outline of the basic algorithm is given below:

  1. At , compute a data structure containing information needed to render the view for viewing site . The data structure is used for getting subsequent views along the path efficiently.
  2. Compute view
  3. Move to the next desired viewing site .
  4. To compute view , either:
    1. use the data structure computed at to retrieve the view OR
    2. incrementally modify the data structure to compute the view.
    The choice above depends on the type of movement made.
  5. Repeat Steps 3 and 4 for computing subsequent views at viewing sites , , etc.
Steps (1-2) represent the beginning of navigation and do not have to to be done interactively (although they are nearly interactive using a Sun Sparcstation10 -- see Section 4), but as pointed out later, if view changes become drastic there can be a need to compute a fresh data structure. Steps (3-5) represent the primary navigation stages; these steps must be done interactively. The bulk of the computation arises in step (4) and constitutes the primary bottleneck of the method -- these computations must be performed quickly for interactive navigation. Our methods approach this problem two ways:

  1. If the viewing site change represents one of the canonical rotations, then the new view can be retrieved immediately from the data structure. The data structure, based on a variant of the ADRT [22], generally contains the data needed to retrieve any of a set of canonical views for a given viewing site.
  2. For translational movements and other rotations, the data structure can be updated quickly to give a modified data structure applicable to the new viewing site.



next up previous
Next: NAVIGATION METHODS Up: Interactive Navigation Inside 3D Previous: Introduction



Krishnan Ramaswamy
The Multidimensional Image Processing Lab