Splatting: a parallel, feed-forward volume rendering algorithm
Splatting: a parallel, feed-forward volume rendering algorithm
Graphics gems IV
Semi-automatic generation of transfer functions for direct volume rendering
VVS '98 Proceedings of the 1998 IEEE symposium on Volume visualization
Introduction to algorithms
Digital Picture Processing
IEEE Transactions on Pattern Analysis and Machine Intelligence
Vessel Extractio Techniques and Algorithms: A Survey
BIBE '03 Proceedings of the 3rd IEEE Symposium on BioInformatics and BioEngineering
Volumetric illustration: designing 3D models with internal textures
ACM SIGGRAPH 2004 Papers
Proceedings of the 2005 symposium on Interactive 3D graphics and games
Fast Volume Segmentation With Simultaneous Visualization Using Programmable Graphics Hardware
Proceedings of the 14th IEEE Visualization 2003 (VIS'03)
A Novel Interface for Higher-Dimensional Classification of Volume Data
Proceedings of the 14th IEEE Visualization 2003 (VIS'03)
A sketching interface for modeling the internal structures of 3D shapes
SG'03 Proceedings of the 3rd international conference on Smart graphics
High-quality surface splatting on today's GPUs
SPBG'05 Proceedings of the Second Eurographics / IEEE VGTC conference on Point-Based Graphics
Stroke-based transfer function design
SPBG'08 Proceedings of the Fifth Eurographics / IEEE VGTC conference on Point-Based Graphics
Hi-index | 0.00 |
Interactive volume segmentation is an essential and important step in medical image processing. Conventional interactive methods typically demand significant amounts of time and do not lend to a natural interaction scheme with the 3D volume. In this paper we present a sketch-based interface for seeded region growing volume segmentation. In our approach, the user freely sketches regions of interest (ROI) directly over the 3D volume. Parts of the volume outside the ROIs are then automatically cut out in real-time. The user repeats this process as many times as necessary until he/she decides to specify the seed point 3D location directly at the ROI. To prevent unexpected segmentations, the region growing is restricted to the specified ROI. Our sketch-based system utilizes GPU programming to achieve real-time processing for both rendering and volumetric cutting independent from the size and shape of the sketched strokes.