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Hardware-Accelerated Dynamic Volume Rendering for Real-Time Surgical Simulation

Marco Agus, Andrea Giachetti, Enrico Gobbetti, Gianluigi Zanetti, and Antonio Zorcolo

September 2004

Abstract

We developed a direct volume rendering technique, that supports low latency real time visual feedback in parallel with physical simulation on commodity graphics platforms. In our approach, a fast approximation of the diffuse shading equation is computed on the fly by the graphics pipe-line directly from the scalar data. We do this by exploiting the possibilities offered by multi-texturing with the register combiner OpenGL extension, that provides a configurable means to determine per-pixel fragment coloring. The effectiveness of our approach, that supports a full decoupling of simulation and rendering, is demonstrated in a training system for temporal bone surgery.

Reference and download information

Marco Agus, Andrea Giachetti, Enrico Gobbetti, Gianluigi Zanetti, and Antonio Zorcolo. Hardware-Accelerated Dynamic Volume Rendering for Real-Time Surgical Simulation. In Workshop in Virtual Reality Interactions and Physical Simulations (VRIPHYS 2004), September 2004. Conference held in Colima, Mexico, September 20-21, 2004.

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Bibtex citation record

@InProceedings{Agus:2004:HAD,
    author = {Marco Agus and Andrea Giachetti and Enrico Gobbetti and Gianluigi Zanetti and Antonio Zorcolo},
    title = {Hardware-Accelerated Dynamic Volume Rendering for Real--Time Surgical Simulation},
    booktitle = {Workshop in Virtual Reality Interactions and Physical Simulations (VRIPHYS 2004)},
    month = {September},
    year = {2004},
    abstract = { We developed a direct volume rendering technique, that supports low latency real time visual feedback in parallel with physical simulation on commodity graphics platforms. In our approach, a fast approximation of the diffuse shading equation is computed on the fly by the graphics pipe-line directly from the scalar data. We do this by exploiting the possibilities offered by multi-texturing with the register combiner OpenGL extension, that provides a configurable means to determine per-pixel fragment coloring. The effectiveness of our approach, that supports a full decoupling of simulation and rendering, is demonstrated in a training system for temporal bone surgery. },
    note = {Conference held in Colima, Mexico, September 20-21, 2004},
    url = {http://vic.crs4.it/vic/cgi-bin/bib-page.cgi?id='Agus:2004:HAD'},
}