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T L Weng

Publications and source records attributed to T L Weng.

6 recordsLinked to original sources

Voxel-based texture mapping for medical data.

In computerized image and graphic applications, texture mapping is one of the most commonly used methods to improve the realism or to enhance the visual effect of object rendering without too much increase in computational complexity. The conventional method usually has to transfer three-dimensional (3D) object to the polygonal structure, and is computationally expensive. As the medical data are mostly in voxel format, the polygonal structure is not efficient or requires more complicated mechanism in retrieving the internal information of medical data. In this paper, we propose a new texture mapping method, based on flattening a chain-coded 3D surface, to handle the voxel-based data directly. The method flattens the 3D object surface onto a two-dimensional (2D) plane and then uses 2D metamorphosis to generate the correspondences between object surface and texture image. Therefore, polygon transformation is no longer necessary and texture mapping is handled with inexpensive 2D morphing. More importantly, the internal information of medical data can be easily preserved and utilized further. Experimental results have shown the effectiveness and efficiency of the proposed algorithm.

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Interactive voxel surface rendering in medical applications.

Semi-boundary (SB) data structure is a compact voxel surface representation of the structure from the medical images. It represents only the boundary of the extracted structure and only an opaque object boundary involved in a 3D dataset can be visualized. Its computational complexity is in proportion to the number of SB voxels. In this paper, we propose schemes to reduce the number of projections in two ways. First, in conjunction with neighboring code, we exploit a set of visibility tables to cull some of the invisible SB voxels. Second, we exploit three pass rotations and an incremental approach to quickly determine the projection position for each SB voxel during rendering. With these two combinations, we significantly improve SB rendering performance. As a result, we can achieve an interactive rendering speed on general purpose workstations for our medical applications.

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