Goal
To realistically render scenes involving internal human organs.
The scene may specifically focus on organs located in the abdomen and
chest so that large arteries can be visualized in the midst of other
tissue types. As an additional requirement, the scene will include
light emissive blood as the result of a possible bioluminescent agent
being injected into the bloodstream.
Materials
The description of the anatomy will consist of a multi-detector spiral
CT scan taken at 0.5mm resolution in plane and through plane. (Voxel
size 0.5mm per side). The blood will be contrast enhanced during
the scanning so that the density level of the blood is higher than the
surrounding tissue. The volume can be manually labeled per voxel
based on the scalar information in the volume data and anatomical
knowledge.
Proposed Rendering Algorithm
In order to render the tissue realistically, I need to use some version
of radiative transport that includes the effects of scattering.
Intuitively, I am worried about using the diffusion approximation to
multiple scatter (first introduced to computer graphics by Stam) that is
used in most of the papers described below. Although this makes
the transport equation much easier to solve, it may not be accurate
enough to represent the varying thickness of the arteries that are
filled with light emitting blood as the thickness variations will occur
at much smaller than one mean-free-path of scattering for photons in the
tissue. This leads me to believe that a more accurate
representation of multiple scattering, as used in the exhaustive
Monte-Carlo approach described in the Pharr paper, would be worthwhile.
The next issue which also affects the scattering calculation
methodology is whether to represent the scene as a participating media
or to represent the scene as the isosurfaces of the tissue boundaries
which can then be solved with a much faster ray tracing approach.
I am leaning towards attempting the full volume rendering solution to
the problem as that will allow me to play with the accuracy of the
multiple scattering terms, however, the BSSRDF technique utilized by the
papers below is so powerful it might be accurate enough and much
faster. With the volume rendering approach, I would also utilize a
volume photon map to reduce the convergence time of a volumetric
monte-carlo approach. This may take a very large amount of photons
to accurately render the scene.
I plan to animate the flow of the bioluminescent material in the blood
by doing a particle simulation of advection and diffusion relative to
the boundary conditions imposed by the arterial walls. This will
not be a major emphasis of my work, but should add more visual appeal
and also reality to the stills and animations of the scene.
Inspiration
Relavent Works
Henrik Wann Jensen and Juan Buhler. "A Rapid Hierarchical
Rendering Technique for Translucent Materials." In Proceedings of
SIGGRAPH 2002.
Matt Pharr and Pat Hanrahan. "Monte Carlo Evaluation of
Non-Linear Scattering Equations for Subsurface Reflection."
In Proceedings of SIGGRAPH 2000.
Pat Hanrahan and Wolfgang Krueger. "Reflection from Layered Surfaces
due to Subsurface Scattering." Computer Graphics Proceedings. 1993.
Nelson Max. "Optical Models for Direct Volume Rendering." IEEE Transactions on Visualization and
Computer Graphics. 1995.
Joe Stam. "Multiple Scattering as a Diffusion Process."
Arnold D. Kim and Joseph B. Keller. "Light Propogation in
Biological Tissue." Journal of
the Optical Society of America 2003.