CN101593345A - Three-dimensional medical image display method based on the GPU acceleration - Google Patents

Three-dimensional medical image display method based on the GPU acceleration Download PDF

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CN101593345A
CN101593345A CNA200910059864XA CN200910059864A CN101593345A CN 101593345 A CN101593345 A CN 101593345A CN A200910059864X A CNA200910059864X A CN A200910059864XA CN 200910059864 A CN200910059864 A CN 200910059864A CN 101593345 A CN101593345 A CN 101593345A
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volume data
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解梅
张帆
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University of Electronic Science and Technology of China
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Abstract

Three-dimensional medical image display method based on GPU quickens belongs to technical field of medical image processing.At first medical science DICOM image sequence file is saved in Installed System Memory in the mode of volume data; Utilize the 3 d graphic library programming expansion interface function API of OpenGL or DirectX then, volume data is loaded into the GPU video memory; Calculate again to generate and act on behalf of solid, and the polygonal slices of acting on behalf of in the solid is carried out illumination calculation and color calculation by pixel; Mix by Alpha at last and will act on behalf of the synthetic 3 d medical images of all polygonal slices in the solid.The present invention is than existing medical image display method based on CPU, and the present invention has very high arithmetic speed, can realize that real-time interactive shows on the popular PC of ordinary consumption levels; And need not use graphics workstation, make cost reduce greatly.

Description

Three-dimensional medical image display method based on the GPU acceleration
Technical field
The invention belongs to technical field of medical image processing, mainly utilize the powerful parallel flow processing power of GPU (display processing unit), come volume drawing is quickened, compared to the Volume Rendering Techniques of traditional C PU, this method makes volume drawing interactively to show in real time.
Technical background
The booster action of medical image in diagnosis is more and more obvious, but only can observe human body from the two-dimensional section direction.In order to improve the accuracy and the science of medical diagnosis and treatment planning, need change 3-D view into by the two-dimensional ct image sequence with stereoeffect directly perceived.Yet present three-dimensional medical assistant diagnosis system all needs other operation platform of workstation level, could satisfy the requirement of real-time substantially, because price problem makes that this system is difficult to promote.The scientists of computer graphic image proposes tasks such as large-scale data processing, computing are placed on the research direction of GPU operation as the forward position in the world at present, have the incomparable speed advantage of CPU, on the GPU of consumer level hardware, realize the Interactive Visualization of large-scale data.
Current general Volume Rendering Techniques generally is based on traditional CPU and calculates, and for the popular PC of traditional consumption rank, is difficult to carry out in real time interactive mode and shows.If the interactive computing of demonstration in real time generally will move on the parallel graphic workstation, cost is compared the adult and is improved.
Summary of the invention
The present invention is directed to existing medical image display method based on CPU exist arithmetic speed slow, can't the interactive drawback of carrying out, a kind of three-dimensional medical image display method that quickens based on GPU is provided, utilize the powerful stream arithmetic capability of GPU to quicken, thereby realize the effect of interactive volume drawing.
Technical solution of the present invention is as follows:
Three-dimensional medical image display method based on GPU quickens as shown in Figure 1, may further comprise the steps:
Step 1: read in medical science DICOM image sequence file and be saved in Installed System Memory in the mode of volume data.
Volume data is to be made of sequential 2 dimension medical science DICOM image sequences.The photographed image-related information of these medical images is read in Installed System Memory (image resolution ratio, interlamellar spacing, image pixel information).For better visual effect, volume data should at first be carried out pre-service, makes an uproar such as removing with image filter, and obtains more careful effect by the interpolated layer spacing data.
Step 2: utilize the 3 d graphic library programming expansion interface function API of OpenGL or DirectX, the volume data that step 1 is kept in the Installed System Memory is loaded into the GPU video memory, becomes the 3D texture that GPU can visit.The physical interface function API can adopt the spread function glTexImage3DEXT in OpenGL storehouse that volume data is loaded as the 3D texture.
Step 3: calculate to generate and act on behalf of solid, specifically be divided into following step:
Step 3-1: the coordinate of summit under eye coordinates system that calculates volume data envelope box.
This operation relates to an apex coordinate map function, and its essence is exactly that the apex coordinate of volume data envelope box is transformed into eye coordinates system by the local coordinate system of volume data.At first the local coordinate with eight summits of volume data envelope box converts world coordinates to, then by viewpoint world coordinates parameter matrix, with the world coordinate transformation on eight summits of volume data envelope box in eye coordinates system.
Step 3-2: calculate and act on behalf of the polygonal slices number that solid comprises.
Under eye coordinates system, at first calculate the maximal value z of eight summits of volume data envelope box at direction of visual lines MaxWith minimum value z MinDetermine sampling rate Δ h, i.e. distance between the adjacent two layers polygonal slices then; Calculate at last and act on behalf of the polygonal slices number N that solid comprises ShcesFor:
N Shces = ( z max - z min ) Δh
Step 3-3: the world coordinates that calculates the summit of acting on behalf of every polygonal slices of solid.
For every polygonal slices acting on behalf of in the solid, by calculating every plane, polygonal slices place and the intersection point of volume data envelope box under world coordinate system, then with the world coordinates of these intersection points and 3D texture coordinate sequentially (such as along clockwise direction or counterclockwise) form the summit array of every polygonal slices.Wherein, the concrete grammar of calculating intersection point is:
If volume data data interval under local coordinate system is [x Min, x Min], [y Min, y Min], [z Min, z Min], viewpoint position is The direction of visual lines vector is
Figure A20091005986400053
Sampling rate is Δ h.For every polygonal slices, promptly perpendicular to the intersection area of direction of visual lines, the parallel plane that is spaced apart Δ h and the cutting of cube boundary sections.Plane, a polygonal slices place can be expressed as equation
dir → · ( x → - p 0 ) = 0
According to direction of visual lines and put p in the volume data of process 0The position, order computation volume data boundary sections and plane dir → · ( x → - p 0 ) = 0 Intersection point.Because we overlap volume data local coordinate system and world coordinate system, greatly make things convenient for our calculating, because boundary sections is all parallel with coordinate axis.
Step 4: to every polygonal slices of step 3 gained, carry out illumination calculation and color calculation, specifically be divided into following step by pixel:
Step 4-1: the volume data gradient of calculating each pixel of every polygonal slices in agency's geometry.
(gradient z) is expressed as by a partial differential gradient operator three-dimensional data f for x, y ▿ f = ( x , y , z ) = ( ∂ f ∂ x , ∂ f ∂ y , ∂ f ∂ z ) ; The concrete gradient calculation method that adopts based on 6 neighborhoods sampling difference, calculating is positioned at (x, y, the gradient of z) locating ▿ f ( x i , y j , z k ) : ▿ f ( x i , y j , z k ) = 1 / 2 ( f ( x i + 1 , y j , z k ) - f ( x i + 1 , y j , z k ) , f(x i,y j+1,z k)-f(x i,y j-1,z k),f(x i,y j,z k+1)-f(x i,y j,z k-1))
Step 4-2: adopt the color transport function to calculate the color of each pixel of every polygonal slices in agency's geometry.
Because the volume data image is a gray level image, visually effect and chroma resolution are unfavorable for details is differentiated, so carry out the mapping of volume data voxel gray scale to the RGB color space by the color transport function in the method.
The color transport function is that (v is the gray-scale value of volume data to a similar c=f for one dimension function v), the color value of c for exporting.The effect of color transport function is to be used for the volume data of gray-scale value is mapped to the volume data of RGB color space.Can realize by a color map table,, can deposit this color map table by 1 dimension texture in the GPU the inside.In medical image sequence the inside, gradation data is from 0 to N discrete depositing.Here, N is the natural number that is decided by color storage bit number i a: N=2 '.By estimating to calculate 1 dimension texture of Function Mapping table,, be easy to obtain exporting texture like this by this texture is sampled.This section code is a simple instruction texld (float x) in GPU cg language the inside.
Step 4-3: the rasterized pixel colouring value that calculates each pixel of acting on behalf of every polygonal slices in the solid according to the Phong illumination model.
Reflected light is divided into three parts, and surround lighting diffuses, specular light.
Surround lighting essence is meant light source through effects such as environment, and indirectly to the influence of object, its essence is repeatedly reflection between object and environment, a kind of light intensity when finally reaching balance then.Say that in essence this light intensity each point on object is inequality, but think surround lighting under the same environment approx in simple illumination model, its light distribution is uniformly, and the light intensity intensity of surround lighting on any one direction is all identical.Showing is a constant.
Diffuse: diffusing is defined as follows, suppose when light source during from a direction, diffuse light evenly to all directions reflections and spread, irrelevant with catoptrical intensity and viewpoint, essence is caused by little surface irregularity of reflecting surface because diffuse, thereby the space distribution that diffuses is uniform.The formula of computing is as follows; Suppose that the incident light intensity is I p, the normal direction of some P is N on the body surface infinitesimal, and a vector of unit length that points to the light source of incident light from some P is L, and angle between the two is θ, can calculate the diffuse reflection light intensity by the cosine law of light intensity energy to be: I d=I p* K d* cos (θ), θ ∈ (0, pi/2) in last formula, K dBe the diffuse-reflection factor of the light relevant with object, coefficient satisfies 0<K d<1.When L, N were vector of unit length, also the form of available following vector operation was expressed: I d=I p* K d* (LN) having under the situation of a plurality of light sources, following expression can be arranged: I d = K d Σ i I pi × ( L i · N )
Specular light: most typical example is exactly for ideal mirror, and the reflected light of minute surface concentrates on a direction, and observes reflection law.It is promoted, and to general smooth surface, reflected light concentrates in the spatial interval scope, and by the reflection direction light intensity maximum of reflection law decision.Therefore, for same point, be different from the viewed direct reflection light intensity of diverse location, this is relevant with the direct reflection light direction with sight line.The formula of direct reflection light intensity can be expressed as: I d=I p* K s* cos n(θ), K in θ ∈ (0, the pi/2) tool sBe the specularity factor relevant with the body surface optical property, θ is the angle of direction of visual lines V and reflection direction R, and n is a reflection index, its essence has come down to reflect the gloss intensity of body surface, be generally 1~2000, by formula as can be seen, the big more body surface of number is smooth more.Specular light will form very bright hot spot near reflection direction, be called high optical phenomenon.Equally, if V and R are formatted as vector of unit length, the direct reflection light intensity can be expressed as so: I s=I pK s(RV) nWherein, R can be calculated by the sub-R=2N of vectorial reflectometer formula (NL)-L.Diffuse identically with the front, when the situation for a plurality of light sources, the direct reflection light intensity can be expressed as I s = K s Σ i = 1 m [ I pi · ( R i · V ) n ]
Step 5: will act on behalf of the synthetic 3 d medical images of all polygonal slices in the solid by the Alpha mixing.
Closing under the situation of depth test, opening Alpha and mix, just acting on behalf of the synthetic 3 d medical images of all polygonal slices in the solid.In order to improve the speed of playing up, can be saved in display list with acting on behalf of solid, so just can play up a plurality of summits with single instruction, draw efficient thereby improve.
It is a method that the color that will act on behalf of the some polygon layers of solid is mixed that Alpha mixes.The illumination model that figure GPU hardware is used is at polygon vertex, and can not be used in above the volume drawing, so must close illumination.And,, just must play up each polygon layer of acting on behalf of the solid the inside, so must close depth test owing to opened the Alpha mixing.Carry out simplicity of explanation below.
Alpha mixes: the most special efficacys among the OpenGL are all mixed relevant with (generally being color) of some type.Colour mixture is defined as, with the color of certain pixel be plotted in pixel color corresponding with it on the screen and mutually combine.Then depend on the component value of the alpha passage of color as for how in conjunction with these two colors, and/or employed CMF.The 4th color-set that Alpha normally is positioned at the color value end becomes component.Most applications thinks that all the Alpha component represents the transparency of material.In other words, the alpha value is that the material of 0.0 o'clock representative is fully transparent.The alpha value is that the material of 1.0 o'clock representatives then is opaque fully.The ultimate principle of Hun Heing is that the color of each pixel of image that just will color separation and background color are all according to RGB rule after separating separately in fact, after mixing according to RGB color component * (1-alpha value)-such simple formula of the RGB color component * alpha value+background of an image, the RGB component that at last mixing is obtained reconsolidates, and formula is as follows: Color Final=Color Front* α+Color Back* (1-α).OpenGL calculates the colour mixture result of these two pixels according to top formula.This formula generally can generate the effect of the transparent/translucent of mixing.
Depth test: the pixel fragment test is exactly to test each pixel in fact, and having only just can be drawn by the pixel of test, does not then draw by the pixel of test.OpenGL provides multiple test operation, utilizes these operations can realize the effect that some are special.The notion of " depth test " is particularly useful in the drawing three-dimensional scene.When not using depth test, if we draw the object of a close together earlier, draw distance object far away again, then the object of distance can override the near object of distance because draw the back, and such effect is not that we are desirable.If used depth test, then situation will be different: whenever a pixel is drawn, OpenGL just writes down " degree of depth " of this pixel, and (degree of depth can be understood as: this pixel distance observer's distance.Depth value is big more, and expression distance is far away more), if when having new pixel to be about to cover original pixel, depth test can check whether the new degree of depth can be littler than original depth value.If, then cover pixel, draw successfully; If not, then can not cover original pixel, drafting is cancelled.So, even we draw closer object earlier, draw distant object again, object then far away can not cover near object yet.In fact, as long as there is depth buffer, no matter whether enable depth test, OpenGL can attempt depth data is written in the buffer zone when pixel is drawn, forbids writing unless called glDepthMask (GL_FALSE).These depth datas can also have some interesting purposes except being used for conventional test, such as drawing shade or the like.Except depth test, OpenGL also provides and has cut out test, Alpha and template test.
The invention provides a kind of medical image display method that quickens based on GPU, than existing medical image display method based on CPU, the present invention has very high arithmetic speed, can realize that real-time interactive shows on the popular PC of ordinary consumption levels; And need not use graphics workstation, make cost reduce greatly.
Description of drawings
Fig. 1 is a schematic flow sheet of the present invention.
Embodiment
The present invention adopts technique scheme, shows checking at MRI and CT medical science DICOM image sequence respectively, all has good display.The MRI image need to prove, owing to need remove the pre-service of making an uproar because noise is bigger; And the CT image is comparatively clear, need not to remove the pre-service of making an uproar, and can be directly shows in the mode of volume data.

Claims (4)

1, the three-dimensional medical image display method that quickens based on GPU may further comprise the steps:
Step 1: read in medical science DICOM image sequence file and be saved in Installed System Memory in the mode of volume data;
Step 2: utilize the 3 d graphic library programming expansion interface function API of OpenGL or DirectX, the volume data that step 1 is kept in the Installed System Memory is loaded into the GPU video memory, becomes the 3D texture that GPU can visit;
Step 3: calculate to generate and act on behalf of solid, specifically be divided into following step:
Step 3-1: the coordinate of summit under eye coordinates system that calculates volume data envelope box;
At first the local coordinate with eight summits of volume data envelope box converts world coordinates to, then by viewpoint world coordinates parameter matrix, with the world coordinate transformation on eight summits of volume data envelope box in eye coordinates system;
Step 3-2: calculate and act on behalf of the polygonal slices number that solid comprises;
Under eye coordinates system, at first calculate the maximal value z of eight summits of volume data envelope box at direction of visual lines MaxWith minimum value z MinDetermine sampling rate Δ h, i.e. distance between the adjacent two layers polygonal slices then; Calculate at last and act on behalf of the polygonal slices number N that solid comprises ShcesFor:
N Shces = ( z max - z min ) Δh
Step 3-3: the world coordinates that calculates the summit of acting on behalf of every polygonal slices of solid;
For every polygonal slices acting on behalf of in the solid, by calculating every plane, polygonal slices place and the intersection point of volume data envelope box under world coordinate system, the summit array that the world coordinates and the 3D texture coordinate of these intersection points are sequentially formed every polygonal slices then;
Step 4: to every polygonal slices of step 3 gained, carry out illumination calculation and color calculation, specifically be divided into following step by pixel:
Step 4-1: the volume data gradient of calculating each pixel of every polygonal slices in agency's geometry;
(gradient z) is expressed as by a partial differential gradient operator three-dimensional data f for x, y ▿ f ( x , y , z ) = ( ∂ f ∂ x , ∂ f ∂ y , ∂ f ∂ z ) ;
The concrete gradient calculation method that adopts based on 6 neighborhoods sampling difference, calculating is positioned at (x, y, the gradient of z) locating
Figure A2009100598640002C3
▿ f ( x i , y j , z k ) = 1 / 2 ( f ( x i + 1 , y j , z k ) - f ( x i - 1 , y j , z k ) , f ( x i , y j + 1 , z k ) - f ( x i , y j - 1 , z k ) , f ( x i , y j , z k + 1 ) - f ( x i , y j , z k - 1 ) )
Step 4-2: adopt the color transport function to calculate the color of each pixel of every polygonal slices in agency's geometry;
Wherein, described color transport function is that (v is the gray-scale value of volume data to a similar c=f for one dimension function v), the color value of c for exporting; The effect of color transport function is to be used for the volume data of gray-scale value is mapped to the volume data of RGB color space;
Step 4-3: the rasterized pixel colouring value that calculates each pixel of acting on behalf of every polygonal slices in the solid according to the Phong illumination model;
In the described Phong illumination model: reflected light is divided into three parts, and surround lighting diffuses, specular light;
Described surround lighting adopts the surround lighting under the same environment, and its light distribution is uniformly, and the light intensity intensity of surround lighting on any one direction is all identical;
The described light intensity that diffuses is: I d=I p* K d* cos (θ), θ ∈ (0, pi/2); I wherein pBe the incident light intensity; K dBe the diffuse-reflection factor of the light relevant, and satisfy 0<K with object d<1; θ is the normal direction N of some P on the body surface infinitesimal and the angle of the vector of unit length L of the light source of some P sensing incident light;
The light intensity of described specular light is: I d=I p* K s* cos n(θ '), θ ' ∈ (0, pi/2); I wherein pBe the incident light intensity; K sBe the specularity factor relevant with the body surface optical property, θ ' is the angle of direction of visual lines V and reflection direction R, and n is a reflection index;
Step 5: will act on behalf of the synthetic 3 d medical images of all polygonal slices in the solid by the Alpha mixing;
Closing under the situation of depth test, opening Alpha and mix, just acting on behalf of the synthetic 3 d medical images of all polygonal slices in the solid.In order to improve the speed of playing up, can be saved in display list with acting on behalf of solid, so just can play up a plurality of summits with single instruction, draw efficient thereby improve.
2, the three-dimensional medical image display method that quickens based on GPU according to claim 1, it is characterized in that, when step 1 is read in medical science DICOM image sequence file and is saved in Installed System Memory in the mode of volume data, for better visual effect, earlier to volume data should remove make an uproar or interpolated layer between the pre-service of data.
3, the three-dimensional medical image display method that quickens based on GPU according to claim 1 is characterized in that, the physical interface function API adopts the spread function glTexImage3DEXT in OpenGL storehouse that volume data is loaded as the 3D texture in the step 2.
4, the three-dimensional medical image display method that quickens based on GPU according to claim 1 is characterized in that the concrete computing method of intersection point are among the step 3-3:
If volume data data interval under local coordinate system is [x Min, x Min], [y Min, y Min], [z Min, z Min], viewpoint position is
Figure A2009100598640003C1
The direction of visual lines vector is
Figure A2009100598640003C2
Sampling rate is Δ h; Plane, a polygonal slices place can be expressed as equation
dir → · ( x → - p 0 ) = 0
According to direction of visual lines and put p in the volume data of process 0The position, order computation volume data boundary sections and plane dir → · ( x → - p 0 ) = 0 Intersection point.
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