Table 1: Comparison of various data preprocessing meth-
ods: 1(Lacroute and Levoy, 1994), 2(Gross et al., 1997),
3(Ihm and Park, 1998), 4(Kim and Shin, 1999), 5(Guthe
et al., 2002), 6(Norton and Rockwood, 2003) (Wavelet-
Based (WB): y-yes, n-no. Output (O): 1-a list of voxel scan-
line, 2-the whole data set, 3-the significant and near cubes,
4-the coefficients of the visible frontal cubes; Data Access
(DA): 1-sequential, 2-random, 3-hierarchical; Compression
Rate (CR): –not applicable, l-low, m-medium, h-high; Re-
construction of a Single Voxel (RSV); Progressive Refine-
ment (PR): y-yes, n-no).
Methods RB O DA CR RSV PR
1 n 1 1 - - n
2 y 2 2 m O(n) n
3 y 2 2 m O(1) n
4 y 2 2 h O(1) n
5 y 3 3 h O(log n) n
6 y 4 3 m O(log n) y
see a low resolution image, and next an image with
2 levels of details, follow by 3 levels of details and
so forth (Figures 12 and 14). We have implemented
the above two transmission/rendering schemes. The
results are compared and reported.
2 RELATED WORK
The huge amount of data is the most significant prob-
lem both in data transmission and volume rendering.
The technical solution includes data compression and
fast volume rendering.
Many researchers employed Wavelet transform in
their compression schemes for volume rendering.
They usually contain four steps: Wavelet transform,
normalization, thresholding, and encoding. First,
transform the data into Wavelet domain. Second,
the Wavelet coefficients are normalized to the inter-
val [0,1]. Third, those coefficients that are smaller
than a certain threshold value are discarded. Fourth,
the data are encoded using some coding schemes like
run-length or Huffman. Data extraction is employed
further to extract the most important data and trans-
fer with priority for rendering. A comparison of some
compression methods is listed in Table 1.
There are four techniques that are particular pop-
ular in volume rendering: raycasting, splatting,
shear-warp and texture-mapping hardware-based ap-
proaches (Meissner et al., 2000). Raycasting and
splatting give better image quality but have lower ren-
dering speed. Raycasting casts a ray for each im-
age pixel into the volume and accumulate the sam-
ple value along the ray by resampling. In contrast
with ray casting, splatting, first proposed in (West-
Table 2: Comparison of various rendering methods: 1(Pin-
namaneni et al., 2002), 2(Pinnamaneni, 2003), 3(Guthe
et al., 2002), 4(Lacroute and Levoy, 1994), 5(Kim and
Shin, 1999) (Output Resolution (OR): u-uniform, m-
multiresolution; Output Quality (OQ): l-low, m-medium, h-
high; Rendering Algorithm (RA): 1-2D texture mapping, 2-
3D texture mapping, 3-shear-warp; Rendering Time Com-
plexity (RTC); Rendering Space Complexity (RSC): l-low,
m-medium, h-high).
Methods OR OQ RA RS MC
1 u l 1 3 ∗ n(slice) m
∗n(voxel in slice)
2 u m 2 n(slice) h
∗n(voxel in slice)
3 m m 2 n(slice) l
∗n(voxel in slice)
4 u h 3 n(v o xel)− h
n(transparent)
5 u h 3 n(v oxel) m
−n(transparent)
over, 1990), is a feed forward algorithm calculating
the footprint which is the weight of the voxel con-
tributing to its neighboring pixel. Both methods have
been combined with Wavelet transform in order to re-
duce the size of volume data to fit into core memory
(Westenberg and Roerdink, 2000) (Gross et al., 1997).
Texture-mapping is a hardware based method
which is very fast but gives lower image quality.
When the data set is too large that the texture is hard
to be loaded totally into texture memory, texture swap
will occur and rendering speed will reduce dramati-
cally. Shear-warp (Lacroute and Levoy, 1994) is the
fastest software-based algorithm and gives similar im-
age quality with raycasting and splatting. However,
when the magnification is high, significant aliasing is
present. A comparison of some methods is listed in
Table 2. The image quality has been significantly im-
proved in (Engel et al., 2001).
3 OUR WORK
Our method contains three steps: data preprocessing,
progressive transmission and progressive volume ren-
dering.
Volume data is first transformed to Wavelet form
and divided into 8x8x8 blocks, each block is en-
coded using RLE (run-length encoding) in server site.
Blockwise structure is employed in order to enable
efficient data compression as well as convenient com-
munication between server and client. When a client
request is received, a compressed foveated volume is
extracted. A foveated volume has highest resolution
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