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Generation of planar radiographs from 3D anatomical models using the GPU
1. Generation of planar radiographs from 3D
anatomical models using the GPU
André dos Santos Cardoso
Supervisor: Jorge M. G. Barbosa
University of Porto
Faculty of Engineering of University of Porto
andre.cardoso@fe.up.pt, jbarbosa@fe.up.pt
May 10, 2010
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2. Contents
1 Introduction
Context Overview
Project’s Objective
2 State of the Art
3 Detailed Objectives
Technologies
4 Work Plan
5 Bibliography
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3. Context Overview
Digitally Reconstructed Radiographs
(DRRs)
Taking a radiography from 3D digital
anatomical models – vertebrae models
in this case
Form of depth peeling, using
ray-casting
Key component in 2D/3D registration
process
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4. Context Overview
DRRs are taken from vertebrae models built with 3D
meshes
DRR generation as mean to validate and/or correct the
reconstructed 3D models
Vertebrae Shape Recovery Using 2D/3D Non-Rigid
Registration
Important techniques for Scoliosis treatment and follow-ups
Volume recovery using Biplanar Radiography Techniques
Alternatives to MRIs and CTs
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5. Project’s Objective
Build Fast DRR Algorithms
DRR calculation is a bottleneck
3D reconstruction usage in a
daily basis requires high
performances
Take advantage of processing
power of new GPUs
Common workstations could do
the job!
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6. State of the Art
Algorithms are variations of depth peeling using ray-casting,
and attenuation law for bone material
Few Applications of DRR to 3D Meshes (most work on CT
data – voxels)
Using OpenGL Shading Language (GLSL)
Multi Pass Algorithm is available
Single Pass Algorithm is considered the state of the art, but
no applied implementation exists
Compute Unified Device Architecture (CUDA) peeling
examples exist (no DRR examples)
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7. Detailed Objectives
Enhance the existing solution
Implement Single Pass Algorithm using
GLSL Technology
Implement Single Pass Algorithm using
CUDA Technology
Compare and evaluate attained
solutions with existing approaches
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8. Technologies
C/C++ programming using OpenGL and CUDA
Intended solution working both on Windows and *nix systems
Visual Studio 2008 / Vim :)
Possible packaging of solution as open-source library
GLSL is part of the OpengGL standard
provides mechanism to change graphics pipeline, using
shaders
CUDA is a Nvidia proprietary technology
Nvidia’s CUDA SDK provides C/C++ extensions to execute
paralell code directly on the GPU
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9. Work Plan
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10. Thank You for Listening!
Ask Away!
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11. Bibliography
Cass Everitt.
Interactive order-independent transparency.
NVIDIA OpenGL Applications Engineering. 05/15/2001. Accessed in April 29, 2010.
http://developer.nvidia.com/object/Interactive_Order_Transparency.html.
Fang Liu, Meng-Cheng Huang, Xue-Hui Liu, and En-Hua Wu.
Freepipe: a programmable parallel rendering architecture for efficient multi-fragment effects.
In I3D ’10: Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games,
pages 75–82, New York, NY, USA, 2010. ACM.
A. Mitulescu, W. Skalli, D. Mitton, and J. A. De Guise.
Three-dimensional surface rendering reconstruction of scoliotic vertebrae using a non stereo-corresponding
points technique.
European Spine Journal, 2002.
Shinichiro Mori, Masanao Kobayashi, Motoki Kumagai, and Shinichi Minohara.
Development of a gpu-based multithreaded software application to calculate digitally reconstructed radiographs
for radiotherapy.
Radiological Physics and Technology, 2009.
Daniel C. Moura, Jorge G. Barbosa, João Manuel R. S. Tavares, and Ana M. Reis.
Calibration of Bi-planar Radiography with a Rangefinder and a Small Calibration Object, pages 572–581.
Springer Berlin / Heidelberg, 2008.
Daniel C. Moura, Jonathan Boisvert, Jorge G. Barbosa, and João Manuel Tavares.
Fast 3d reconstruction of the spine using user-defined splines and a statistical articulated model.
In ISVC ’09: Proceedings of the 5th International Symposium on Advances in Visual Computing, pages
586–595, Berlin, Heidelberg, 2009. Springer-Verlag.
Daniel Russakoff, Torsten Rohlfing, Daniel Rueckert, Ramin Shahidi, Daniel Kim, Daniel Kima, Calvin R.
Maurer, and Jr.
Fast calculation of digitally reconstructed radiographs using light fields, 2003.
F. P. Vidal, M. Garnier, N. Freud, J. M. Létang, and N. W. John.
Simulation of x-ray attenuation on the gpu.
In Proceeding of TCPG’09 - Theory and Practice of Computer Graphics, pages 25–32. Eurographics, June
2009.
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