FDA, Silver Spring, Maryland, USA.
J Digit Imaging. 2021 Feb;34(1):16-26. doi: 10.1007/s10278-020-00392-4. Epub 2020 Nov 17.
Cross-platform development of medical applications in extended-reality (XR) head-mounted displays (HMDs) often relies on game engines with rendering capabilities currently not standardized in the context of medical visualizations. Many aspects of the visualization pipeline including the characterization of color have yet to be consistently defined across rendering models and platforms. We examined the transfer of color properties from digital objects, through the rendering and image processing steps, to the RGB values sent to the display device. Five rendering pipeline configurations within the Unity engine were evaluated using 24 digital color patches. In the second experiment, the same configurations were evaluated with a tissue slide sample image. Measurements of the change in color associated with each configuration were characterized using the CIE 1976 color difference ([Formula: see text]). We found that the distribution of [Formula: see text] for the first experiment ranges from zero, as in the case using an Unlit Shader, to 25.97, as in the case using default configurations. The default Unity configuration consistently returned the highest [Formula: see text] across all 24 colors and also the largest range of color differences. In the second experiment, [Formula: see text]E ranged from 7.49 to 34.18. The Unlit configuration resulted in the highest [Formula: see text] in three of four selected pixels in the tissue sample image. Changes in color image properties associated with texture import settings were then evaluated in a third experiment using the TG18-QC test pattern. Differences in pixel values were found in all nine of the investigated texture import settings. The findings provide an initial characterization of color transfer and a basis for future work on standardization, consistency, and optimization of color in medical XR applications.
跨平台开发扩展现实(XR)头戴式显示器(HMD)中的医疗应用程序通常依赖于具有渲染功能的游戏引擎,但这些功能在医学可视化方面目前没有标准化。可视化管道的许多方面,包括颜色的特性,在不同的渲染模型和平台之间尚未得到一致定义。我们研究了颜色属性从数字对象通过渲染和图像处理步骤到发送到显示设备的 RGB 值的传输。在 Unity 引擎中评估了五种渲染管道配置,使用了 24 个数字颜色补丁。在第二个实验中,使用组织幻灯片样本图像评估了相同的配置。使用 CIE 1976 色差([公式:见文本])来描述与每个配置相关的颜色变化的测量值。我们发现,对于第一个实验,[公式:见文本]的分布范围从零(如使用无光着色器的情况)到 25.97(如使用默认配置的情况)。默认的 Unity 配置在所有 24 种颜色上都始终返回最高的[公式:见文本],并且颜色差异的范围也最大。在第二个实验中,[公式:见文本]E 的范围从 7.49 到 34.18。无光配置在组织样本图像的四个选定像素中的三个中产生了最高的[公式:见文本]。然后,在第三个实验中使用 TG18-QC 测试图案评估了与纹理导入设置相关的颜色图像属性的变化。在所有九个调查的纹理导入设置中都发现了像素值的差异。这些发现为医学 XR 应用程序中的颜色传输的初步特征描述以及颜色标准化、一致性和优化的未来工作提供了基础。