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使用深度缓冲区的多体素渲染用于虚拟现实中的手术规划。

Multi-volume rendering using depth buffers for surgical planning in virtual reality.

作者信息

Faludi Balázs, Żelechowski Marek, Licci Maria, Zentai Norbert, Saemann Attill, Studer Daniel, Rauter Georg, Guzman Raphael, Hasler Carol, Jost Gregory F, Cattin Philippe C

机构信息

Department of Biomedical Engineering, University of Basel, Basel, Switzerland.

Neurosurgery, University Children's Hospital of Basel, Basel, Switzerland.

出版信息

Int J Comput Assist Radiol Surg. 2025 Jun 7. doi: 10.1007/s11548-025-03432-y.

Abstract

PURPOSE

Planning highly complex surgeries in virtual reality (VR) provides a user-friendly and natural way to navigate volumetric medical data and can improve the sense of depth and scale. Using ray marching-based volume rendering to display the data has several benefits over traditional mesh-based rendering, such as offering a more accurate and detailed visualization without the need for prior segmentation and meshing. However, volume rendering can be difficult to extend to support multiple intersecting volumes in a scene while maintaining a high enough update rate for a comfortable user experience in VR.

METHODS

Upon loading a volume, a rough ad hoc segmentation is performed using a motion-tracked controller. The segmentation is not used to extract a surface mesh and does not need to precisely define the exact surfaces to be rendered, as it only serves to separate the volume into individual sub-volumes, which are rendered in multiple, consecutive volume rendering passes. For each pass, the ray lengths are written into the camera depth buffer at early ray termination and read in subsequent passes to ensure correct occlusion between individual volumes.

RESULTS

We evaluate the performance of the multi-volume renderer using three different use cases and corresponding datasets. We show that the presented approach can avoid dropped frames at the typical update rate of 90 frames per second of a desktop-based VR system and, therefore, provide a comfortable user experience even in the presence of more than twenty individual volumes.

CONCLUSION

Our proof-of-concept implementation shows the feasibility of VR-based surgical planning systems, which require dynamic and direct manipulation of the original volumetric data without sacrificing rendering performance and user experience.

摘要

目的

在虚拟现实(VR)中规划高度复杂的手术提供了一种用户友好且自然的方式来浏览体医学数据,并且可以增强深度和比例感。与传统的基于网格的渲染相比,使用基于光线投射的体绘制来显示数据有几个优点,例如无需事先分割和网格化就能提供更准确、更详细的可视化。然而,体绘制在扩展以支持场景中的多个相交体时可能会遇到困难,同时还要保持足够高的更新速率以在VR中提供舒适的用户体验。

方法

加载体数据后,使用运动跟踪控制器进行粗略的临时分割。该分割不是用于提取表面网格,也不需要精确定义要渲染的确切表面,因为它仅用于将体数据分离为各个子体数据,这些子体数据在多个连续的体绘制过程中进行渲染。对于每个过程,光线长度在早期光线终止时写入相机深度缓冲区,并在后续过程中读取,以确保各个体之间的正确遮挡。

结果

我们使用三个不同的用例和相应的数据集评估了多体渲染器的性能。我们表明,所提出的方法可以在基于桌面的VR系统每秒90帧的典型更新速率下避免掉帧,因此,即使存在二十多个单独的体数据,也能提供舒适的用户体验。

结论

我们的概念验证实现展示了基于VR的手术规划系统的可行性,该系统需要对原始体数据进行动态和直接操作,同时不牺牲渲染性能和用户体验。

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