<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
		>
<channel>
	<title>Comments on: Slice-based volume rendering using Pixel Bender</title>
	<atom:link href="http://www.derschmale.com/2009/07/20/slice-based-volume-rendering-using-pixel-bender/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.derschmale.com/2009/07/20/slice-based-volume-rendering-using-pixel-bender/</link>
	<description>Flash Platform Experiments</description>
	<lastBuildDate>Sat, 21 Jan 2012 13:12:13 +0000</lastBuildDate>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.2.1</generator>
	<item>
		<title>By: Josean</title>
		<link>http://www.derschmale.com/2009/07/20/slice-based-volume-rendering-using-pixel-bender/comment-page-1/#comment-6560</link>
		<dc:creator>Josean</dc:creator>
		<pubDate>Mon, 21 Sep 2009 22:15:35 +0000</pubDate>
		<guid isPermaLink="false">http://www.derschmale.com/?p=182#comment-6560</guid>
		<description>I am also interested in medical data visualisation through Flash.
You can have a look at an example to see Dicom using also manipulation techniques at pixel level (but it has been done in Flash 9). Here you can find the example:

http://dicom.netpatia.com/dicom/</description>
		<content:encoded><![CDATA[<p>I am also interested in medical data visualisation through Flash.<br />
You can have a look at an example to see Dicom using also manipulation techniques at pixel level (but it has been done in Flash 9). Here you can find the example:</p>
<p><a href="http://dicom.netpatia.com/dicom/" rel="nofollow">http://dicom.netpatia.com/dicom/</a></p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Slice-based volume rendering using Pixel Bender &#124; Adobe Tutorials</title>
		<link>http://www.derschmale.com/2009/07/20/slice-based-volume-rendering-using-pixel-bender/comment-page-1/#comment-5231</link>
		<dc:creator>Slice-based volume rendering using Pixel Bender &#124; Adobe Tutorials</dc:creator>
		<pubDate>Fri, 31 Jul 2009 09:34:33 +0000</pubDate>
		<guid isPermaLink="false">http://www.derschmale.com/?p=182#comment-5231</guid>
		<description>[...] After a futile exploration of sparse voxel octree ray casting using Alchemy (which was fun but hopeless), I turned towards another technique for volume rendering, using view-aligned slices.  Read more from the original source: Slice-based volume rendering using Pixel Bender [...]</description>
		<content:encoded><![CDATA[<p>[...] After a futile exploration of sparse voxel octree ray casting using Alchemy (which was fun but hopeless), I turned towards another technique for volume rendering, using view-aligned slices.  Read more from the original source: Slice-based volume rendering using Pixel Bender [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: dVyper</title>
		<link>http://www.derschmale.com/2009/07/20/slice-based-volume-rendering-using-pixel-bender/comment-page-1/#comment-4982</link>
		<dc:creator>dVyper</dc:creator>
		<pubDate>Thu, 23 Jul 2009 12:25:07 +0000</pubDate>
		<guid isPermaLink="false">http://www.derschmale.com/?p=182#comment-4982</guid>
		<description>That is ridiculously great!! I wonder how much of a speed increase PixelBender is actually enabling...</description>
		<content:encoded><![CDATA[<p>That is ridiculously great!! I wonder how much of a speed increase PixelBender is actually enabling&#8230;</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: David</title>
		<link>http://www.derschmale.com/2009/07/20/slice-based-volume-rendering-using-pixel-bender/comment-page-1/#comment-4940</link>
		<dc:creator>David</dc:creator>
		<pubDate>Wed, 22 Jul 2009 12:29:28 +0000</pubDate>
		<guid isPermaLink="false">http://www.derschmale.com/?p=182#comment-4940</guid>
		<description>Nico: Yeah, if you want good precision you&#039;d need a pretty high image resolution (and number of slices). It can look really cool, but I&#039;m afraid your cpu won&#039;t like it either :-)

Makc: Mr. Doob/Roman Cortes&#039; voxel head was insane! :) Important to note, tho, is a fundamental difference in the two approaches. The voxel head is strictly speaking using a surface rendering method. For volume rendering, you need to deal with a lot more data. To show the difference: http://www.derschmale.com/lab/humanhead/ - I used a similar ct-scan of a human head (128x128x53). The skull is rendered through the skin (as it shows up as translucent in the scan). This method allows you to look at cross-sections of the object easily (toggle visibility per slice in the source code). Also, I hacked the current version to loose perspective so I can draw everything easily on one BitmapData. If only PB in FP10 wasn&#039;t so dreadfully slow on conditionals, you could do some easy alpha-testing to check when calculations are still necessary.
You could fake surface rendering by changing the image to be either completely white or black per pixel, but due to the alpha check performance issue, PB wouldn&#039;t be the best option for that.</description>
		<content:encoded><![CDATA[<p>Nico: Yeah, if you want good precision you&#8217;d need a pretty high image resolution (and number of slices). It can look really cool, but I&#8217;m afraid your cpu won&#8217;t like it either <img src='http://www.derschmale.com/blog/wp-includes/images/smilies/icon_smile.gif' alt=':-)' class='wp-smiley' /> </p>
<p>Makc: Mr. Doob/Roman Cortes&#8217; voxel head was insane! <img src='http://www.derschmale.com/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  Important to note, tho, is a fundamental difference in the two approaches. The voxel head is strictly speaking using a surface rendering method. For volume rendering, you need to deal with a lot more data. To show the difference: <a href="http://www.derschmale.com/lab/humanhead/" rel="nofollow">http://www.derschmale.com/lab/humanhead/</a> &#8211; I used a similar ct-scan of a human head (128x128x53). The skull is rendered through the skin (as it shows up as translucent in the scan). This method allows you to look at cross-sections of the object easily (toggle visibility per slice in the source code). Also, I hacked the current version to loose perspective so I can draw everything easily on one BitmapData. If only PB in FP10 wasn&#8217;t so dreadfully slow on conditionals, you could do some easy alpha-testing to check when calculations are still necessary.<br />
You could fake surface rendering by changing the image to be either completely white or black per pixel, but due to the alpha check performance issue, PB wouldn&#8217;t be the best option for that.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: makc</title>
		<link>http://www.derschmale.com/2009/07/20/slice-based-volume-rendering-using-pixel-bender/comment-page-1/#comment-4934</link>
		<dc:creator>makc</dc:creator>
		<pubDate>Wed, 22 Jul 2009 07:29:33 +0000</pubDate>
		<guid isPermaLink="false">http://www.derschmale.com/?p=182#comment-4934</guid>
		<description>kinda reminds mrdoob voxel head except that it renders far more useles pixels :))</description>
		<content:encoded><![CDATA[<p>kinda reminds mrdoob voxel head except that it renders far more useles pixels <img src='http://www.derschmale.com/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> )</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: nicoptere</title>
		<link>http://www.derschmale.com/2009/07/20/slice-based-volume-rendering-using-pixel-bender/comment-page-1/#comment-4875</link>
		<dc:creator>nicoptere</dc:creator>
		<pubDate>Mon, 20 Jul 2009 21:23:41 +0000</pubDate>
		<guid isPermaLink="false">http://www.derschmale.com/?p=182#comment-4875</guid>
		<description>hi, 
indeed a nice one. reminds me of the marching cubes render a bit less precise (no isosurface is actually built up) but visually convincing and soooo much faster.

congrats and thanks for the code a :) (lots to learn from it )</description>
		<content:encoded><![CDATA[<p>hi,<br />
indeed a nice one. reminds me of the marching cubes render a bit less precise (no isosurface is actually built up) but visually convincing and soooo much faster.</p>
<p>congrats and thanks for the code a <img src='http://www.derschmale.com/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  (lots to learn from it )</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Alan Shaw</title>
		<link>http://www.derschmale.com/2009/07/20/slice-based-volume-rendering-using-pixel-bender/comment-page-1/#comment-4871</link>
		<dc:creator>Alan Shaw</dc:creator>
		<pubDate>Mon, 20 Jul 2009 19:29:37 +0000</pubDate>
		<guid isPermaLink="false">http://www.derschmale.com/?p=182#comment-4871</guid>
		<description>Wow, can&#039;t wait to try it out!</description>
		<content:encoded><![CDATA[<p>Wow, can&#8217;t wait to try it out!</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: subblue</title>
		<link>http://www.derschmale.com/2009/07/20/slice-based-volume-rendering-using-pixel-bender/comment-page-1/#comment-4870</link>
		<dc:creator>subblue</dc:creator>
		<pubDate>Mon, 20 Jul 2009 18:45:21 +0000</pubDate>
		<guid isPermaLink="false">http://www.derschmale.com/?p=182#comment-4870</guid>
		<description>Very impressive!</description>
		<content:encoded><![CDATA[<p>Very impressive!</p>
]]></content:encoded>
	</item>
</channel>
</rss>

