Direct Volume Rendering in Virtual Reality
Direct Volume Rendering (DVR) techniques are used to visualize surfaces from 3D volume data sets, without computing a 3D geometry. Several surfaces can be classified using a transfer function by assigning optical properties like color and opacity (RGBα) to the voxel data. Finding a good transfer function in order to separate specific structures from the volume data set, is in general a manual and time-consuming procedure, and requires detailed knowledge of the data and the image acquisition technique. In this paper, we present a new Virtual Reality (VR) application based on the HTC Vive headset. Onedimensional transfer functions can be designed in VR while continuously rendering the stereoscopic image pair through massively parallel GPUbased ray casting shader techniques. The usability of the VR application is evaluated.
Unable to display preview. Download preview PDF.
- 1.Krüger J,Westermann R. Acceleration techniques for GPU-based volume rendering. Proc IEEE Vis. 2003; p. 38.Google Scholar
- 2.Engel K, Hadwiger M, Kniss J, et al. Real-time Volume Graphics. CRC Press; 2006.Google Scholar
- 3.Hänel C, Weyers B, Hentschel B, et al. Interactive volume rendering for immersive virtual environments. Proc IEEE 3DVis. 2014 Nov; p. 73–74.Google Scholar
- 4.Brooke J, et al. SUS-A quick and dirty usability scale. Usabil Eval Indus. 1996;189(194):4–7.Google Scholar
- 5.Albert W, Tullis T. Measuring the user experience: collecting, analyzing, and presenting usability metrics. Newnes; 2013.Google Scholar