High-performance GPU based Rendering for Real-Time, rigid 2D/3D-Image Registration in Radiation Oncology

Jakob Spörk
High-performance GPU based Rendering for Real-Time, rigid 2D/3D-Image Registration in Radiation Oncology
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Abstract

This thesis presents a comparison of high-speed rendering algorithms for the application in 2D/3D-image registration in radiation oncology. Image guided radiation therapy (IGRT) is a technique for improving the treatment of cancer with ionizing radiation by adapting the treatment plan to the current situation using 2D/3D-image registration. To accelerate this procedure, also rendering of Digitally Rendered Radiographs (DRR), as a part of it, has to be performed faster. In the context of this thesis, a GPU based wobbled splat rendering algorithm based on the work of Spoerk et al. (2007) is further improved and compared to a newly developed GPU based ray casting implementation. For comparison, rendering quality and performance as well as the influence on the quality and performance of the overall registration process are measured and analyzed in detail. These results show that both methods are competitive although ray casting has in its current implementation several advantages over wobbled splat rendering.

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BibTeX

@mastersthesis{spoerk-2010-hpgpu,
  title =      "High-performance GPU based Rendering for Real-Time, rigid
               2D/3D-Image Registration in Radiation Oncology",
  author =     "Jakob Sp{"o}rk",
  year =       "2010",
  abstract =   "This thesis presents a comparison of high-speed rendering
               algorithms for the application in 2D/3D-image registration
               in radiation oncology. Image guided radiation therapy (IGRT)
               is a technique for improving the treatment of cancer with
               ionizing radiation by adapting the treatment plan to the
               current situation using 2D/3D-image registration. To
               accelerate this procedure, also rendering of Digitally
               Rendered Radiographs (DRR), as a part of it, has to be
               performed faster. In the context of this thesis, a GPU based
               wobbled splat rendering algorithm based on the work of
               Spoerk et al. (2007) is further improved and compared to a
               newly developed GPU based ray casting implementation. For
               comparison, rendering quality and performance as well as the
               influence on the quality and performance of the overall
               registration process are measured and analyzed in detail.
               These results show that both methods are competitive
               although ray casting has in its current implementation
               several advantages over wobbled splat rendering.",
  month =      jan,
  address =    "Favoritenstrasse 9-11/186, A-1040 Vienna, Austria",
  school =     "Institute of Computer Graphics and Algorithms, Vienna
               University of Technology",
  URL =        "https://www.cg.tuwien.ac.at/research/publications/2010/spoerk-2010-hpgpu/",
}