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Voxel Storage

Figure 4.6: Optimized voxel storage for MIP: relevant voxels are sorted according to data value. Their position in space is stored in an array (as the only individual attribute). The voxels are grouped into RenderListEntrys which hold voxels with identical data values. The data value is stored only once at each RenderListEntry
\includegraphics[width=10.5cm]{Figures/sva.eps}

Voxels which have been classified as relevant during the preprocessing step are extracted from the volume, by storing just their positions into an array. Within the array, voxels are sorted according to data value. After sorting, voxels with the same data value occupy subsequent positions in the array, and can be easily grouped into RenderListEntrys. The data value has to be stored just once for every group (see figure 4.6) at the RenderListEntry. The required sorting of all voxels according to their data value can be performed in linear time, as the limited range of possible data values allows to use histogram-based sorting. The coordinates of each voxel within the volume can be packed into a 32 bit integer, allowing the encoding of volumes of up to $2048\times2048\times1024$ voxels. A straight-forward conversion of a 16 bit/value volume to a 32 bit position representation would mean to double the memory cost. Omitting the voxels which have been marked by the preprocessing step as irrelevant leads to a factor of 0.8 to 1.5 in storage size compared to the original data for direction independent data. For direction-dependent data, approximately one quarter of the original data has to be stored for all 24 view-sets. The overall memory cost for direction dependent preprocessing is thus 12 times higher than the cost of the original volume.

By sorting voxels by value several important advantages for MIP are gained:

Figure 4.7: a) MIP of a head data set (MR), 2.6M voxels. b) Interactive preview of the same data at 10 fps on a P233MMX with approximately 25% of the volume data displayed. Only slight differences are noticeable
\includegraphics[width=5.5cm]{Figures/mipf.ps} \includegraphics[width=5.5cm]{Figures/mipp.ps}
(a) (b)


next up previous contents
Next: Projection Up: Real-Time Maximum Intensity Projection Previous: Shadow Sweep Elimination   Contents
Lukas Mroz, May 2001,
mailto:mroz@cg.tuwien.ac.at.