This document is part of "Volume Creator: Unreal® Engine Plugin for Medical Data Rendering — Documentation"
- Author: Copyright 2023 Roland Bruggmann aka brugr9
- Profile on UE Marketplace: https://www.unrealengine.com/marketplace/profile/brugr9
- Profile on Epic Developer Community: https://dev.epicgames.com/community/profile/PQBq/brugr9
Plugin is not yet deployed – Documentation is not yet complete
Adds Blueprint Support for Real-time 3D Rendering of Scalar Volumes from Medical Imaging Data.
- Multiplanar Coronal – Sagittal – Axial Rendering
- 3D Direct Volume Rendering
- Values of Interest in Hounsfield Units
Unreal® Engine plugin "Volume Creator" enables real-time multiplanar and direct volume rendering from the Blueprint visual scripting system. The plugin acts as a framework which allows game developers to create VR/AR serious games, e.g., for teaching and training in medical education.
The delivered assets provide importing DICOM® or MetaImage™ based medical imaging data, applying values of interest aka DICOM Window and multiplanar or volume rendering colored from transfer functions based on look-up tables or color gradients. A rendered volume may be cropped with a clipping plane and/or a clipping cube. The volume can also be illuminated using Color Rendering Index CRI-R9 compliant operating room light sources.
- Index Terms: Medical Imaging, Multiplanar Rendering, Direct Volume Rendering
- Technology: Unreal Engine, Blueprint Visual Scripting, Code Plugin, C++, HLSL, DICOM
- 1. Setup
- 2. Concept
- 3. Medical Imaging Data Import
- 4. Rendering
- Appendix
In the Unreal Editor access the Plugin Editor from the menu 'Edit > Plugins'. In the Plugin Editor, under category 'Rendering' find and enable the plugin. Finally restart the Unreal Editor.
Fig. 1.1.: Screenshot of Plugin Editor with Plugin "Volume Creator" enabled
To allow Volume Texture asset creation follow these steps as from Unreal Engine Documentation article Creating Volume Textures:
Before you can use Volume Textures in your Unreal Engine 4 (UE4) project, you will need to enable them. In the following How-To, we will take a look at setting up your UE4 project to use Volume Textures.
- First, make sure that the Editor is closed, and then locate your project's DefaultEngine.ini file and open it.
- Locate the Script/Engine.RendererSettings section and add the following variable, then save the file when you have added it:
r.AllowVolumeTextureAssetCreation=1
- Re-launch the Editor
The domain specific entities are implemented as Blueprint Actors (see figure 2.1.1.), following the object oriented paradigm:
- Scalar Volume SV Actor
- Values of Interest VOI Actor
- Multiplanar Rendering MPR Actor
- Direct Volume Rendering DVR Actor
- Clipping Cube Actor
- Clipping Cube Handles Actor
- Clipping Plane Actor
- Light Source Actor
- Orientation Guide Actor
- Clipping Cube Actor
The plugin provides the rendering of image-stack based volumes, commonly known as scalar volumes. However, the plugin does not support rendering of neither vector nor tensor volumes.
Fig. 2.1.1.: Content Browser, VolumeCreator Content, Folder Classes – Blueprint Actors
To access and change parameters of the Blueprint Actors in runtime, the plugin provides with User Widgets (see figure 2.1.2.) as well as with User Widget Actors for the use in augmented and/or virtual reality (see figure 2.1.3.).
Fig. 2.1.2.: Content Browser, VolumeCreator Content, Folder Basic – User Widget Blueprints
Fig. 2.1.3.: Content Browser, VolumeCreator Content, Folder Classes – User Widget Actor Blueprints
Domain Model Description:
- Scalar Volume SV:
- Scalar Volume Texture: A "Scalar Volume Texture" represents a Hounsfield Units encoded Volume Texture.
- Scalar Volume Context: A "Scalar Volume Context" represents a JSON encoded Data asset holding metadata like pixel spacing values.
- Scalar Volume Actor: A "Scalar Volume Actor" holds a reference to a "Scalar Volume Texture" and its related "Scalar Volume Context".
- Scalar Volume User Widget and Scalar Volume User Widget Actor: To access and change parameters of a "Scalar Volume Actor" in runtime, the plugin provides with a "Scalar Volume User Widget" and a "Scalar Volume User Widget Actor".
- Values Of Interest VOI
- Values Of Interest Actor: A "Values Of Interest Actor" consumes the volume texture from a "Scalar Volume Actor", manages and applies DICOM Window Attributes 'Center' and 'Width'.
- Values Of Interest User Widget and Values Of Interest User Widget Actor: To access and change parameters of a "Values Of Interest Actor" in runtime, the plugin provides with a "Values Of Interest User Widget" and a "Values Of Interest User Widget Actor".
- Multiplanar Rendering MPR
- Multiplanar Rendering Actor: The Values Of Interest may be visualised by multiplanar rendering in a "Multiplanar Rendering Actor", which holds three mutually perpendicular planes, i.e. coronal, sagittal and axial plane as a 3D representation.
- Multiplanar Rendering User Widget and Multiplanar Rendering User Widget Actor: The "Multiplanar Rendering Actor" produces planar rendering, which is also consumed by a "Multiplanar Rendering User Widget" and a "Multiplanar Rendering User Widget Actor", which are 2D representations of MPR. The anatomical planes can be moved in the direction of their corresponding axes interactively in real-time.
- Volume Rendering
- Direct Volume Rendering DVR
- Direct Volume Rendering Actor: The Values Of Interest may be visualised by direct volume rendering in a "Direct Volume Rendering Actor". The "Direct Volume Rendering Actor" extent is visualised by a bounding box.
- Direct Volume Rendering User Widget and Direct Volume Rendering User Widget Actor: To access and change parameters of a "Direct Volume Rendering Actor" in runtime, the plugin provides with a "Direct Volume Rendering User Widget" and a "Direct Volume Rendering User Widget Actor".
- Clipping
- Clipping Cube Actor: The "Direct Volume Rendering Actor" can optionally be cropped in real-time using a "Clipping Cube Actor".
- Clipping Cube Handles Actor: A "Clipping Cube Actor" can optionally be modified with a "Clipping Cube Handles Actor" interactively in real-time.
- Clipping Plane Actor: The "Direct Volume Rendering Actor" can optionally be cropped in real-time using a "Clipping Plane Actor".
- Light Source Actor: The "Direct Volume Rendering Actor" can optionally be illuminated with spot light sources from one or more "Light Source Actors".
- Orientation Guide Actor: The "Direct Volume Rendering Actor" can optionally be attached a rotation synchronised "Orientation Guide Actor".
- Direct Volume Rendering DVR
Fig. 2.2.1.: Domain Model Diagram – Multiplanar Rendering MPR
Fig. 2.2.2.: Domain Model Diagram – Direct Volume Rendering DVR
Workflow: From DICOM® or MetaImage™ files
- Read
- Read the scalar volume image data and write it to a Houndsfield Units encoded Texture Render Target Volume
RT_SV_Volume
- Read the scalar volume image meta data and write it to a JSON encoded Data asset
DA_SV
- Read the scalar volume image data and write it to a Houndsfield Units encoded Texture Render Target Volume
- Write
- Write the Texture Render Target Volume persistently as "Scalar Volume Texture" asset
T_SV_MyDataName_Volume
- Write the JSON persistently as "Scalar Volume Context" asset
DA_SV_MyDataName
- Write the Texture Render Target Volume persistently as "Scalar Volume Texture" asset
- Create a Blueprint asset
BP_MyDataName
(deriving from Scalar Volume ActorBP_SV
) and- Assign the just created "Scalar Volume Texture" asset
T_SV_MyDataName_Volume
- Assign the just created "Scalar Volume Context" asset
DA_SV_MyDataName
- Assign the just created "Scalar Volume Texture" asset
See also section "Content File Name" below.
Documentation:
- [UEdoc, How To Import Content] https://docs.unrealengine.com/4.26/en-US/WorkingWithContent/Importing/HowTo/
- Reads from DICOM files, file name extension
*.dcm
TODO:
- Reads from MetaImage files, file name extension
*.mhds
TODO:
The created content file name derives from the imported file name (cf. appendix section Asset Naming Convention) but with rules from the Project Settings (see figure 3.2.1.):
AssetTypePrefix
:T_
AssetName
:- The same as the imported file name
- Underlines (
_
) are replaced with a string as given by the 'Project Settings', which is minus (-
) by default - Maximum length as given by the 'Project Settings', which is
20
by default
DescriptorSuffix
:_Volume
Example: With importing imaging data from a file named My_0123456789_ImageFile.dcm
and using the plugin default settings the AssetName
becomes My-0123456789-ImageF
. In addition, the AssetTypePrefix
T_
and the DescriptorSuffix
_Volume
are added, resulting in a content file named T_My-0123456789-ImageF_Volume
.
When setting the AssetName Maximum Length
, note that an assets pathname may be limited by the operating system, e.g. to 260 characters.
Fig. 3.2.1.: Screenshot of Project Settings > Plugin > Volume Creator
CT image data is expected to come in Hounsfield Units HU, where the use of a range of [-1024, 3071] is documented. These 4096 values can be represented by a twelve-digit binary number (12-bit, 212 = 4096). DICOM images therefore are stored as 12-bit data (cf. [Radiopaedia, HU] and [DICOM, FAQ]). Since UE pixel format is of 8-, 16-, or 32-bit, and the UE does not support 12-bit single channels (1 x 4096) nor 10-bit four channels (4 x 1024 = 4096), we use a 16-bit single channel (cf. [UEDoc, EPixelFormat] and [Ivanov 2021]).
Let's assume we have a "Scalar Volume" as follows:
- A Stack of 512 images of size 512 x 512 pixel per image = 5123 pixel or voxel resp.
- A 16-bit single channel
G16
(Grayscale); 4096 Hounsfield Units [-1024, 3071] shifted to [0, 4095] (unsigned integer) - Scalar Volume Texture
T_SV_Volume
= 5123 px x 1 x 16 bit/voxel = 134,217,728 voxel x 16 bit/voxel = 2,147,483,648 bit = 268,435,456 Byte = 256 MB
The Volume Texture file size in this example becomes 256 MB.
The delivered assets make use of Render Targets. The Volume Render Targets size is inherited from the imported data, which is, e.g., Scalar Volume T_SV_Volume
from above:
- VOI: Texture Render Target
RT_VOI_Volume
, Linear RG8 (2 channels RG, 8-bit); R: VOI [0, 255], G: Window-Mask [0, 1]; Dimension inherited from TextureT_SV_Volume
Example: 5123 px x 2 x 8-bit/voxel = 134,217,728 voxel x 16-bit/voxel = 2,147,483,648 bit = 268,435,456 Byte = 256 MB - DVR: Texture Render Target
RT_Lightmap_Volume
, Linear Color RGBA8 (4 channels RGBA, 8-bit); RGBA: Color [0, 255]; Dimension inherited from Texture Render TargetRT_VOI_Volume
but half Resolution
Example: 2563 px x 4 x 8-bit/voxel = 16,777,216 voxel x 32 bit/voxel = 536,870,912 bit = 67,108,864 Byte = 64 MB - MPR: Texture Render Targets
RT_VOI_COR
/RT_VOI_SAG
/RT_VOI_AXE
: Linear R8 (1 channel R, 8-bit); R: VOI [0, 255]; The MPR Texture Render Targets do not inherit, they are always the same size
Example: 10242 px x 1 x 8-bit/voxel = 1,048,576 voxel x 8-bit/voxel = 8,388,608 bit = 1,048,576 Byte = 1 MB each; Sum: 3 MB
Example, size in Memory: T_SV_Volume
+ RT_VOI_Volume
+ RT_Lightmap_Volume
+ RT_VOI_COR
+ RT_VOI_SAG
+ RT_VOI_AXE
= 256 MB + 256 MB + 64 MB + 1 MB + 1 MB + 1 MB = 579 MB
For a use case of DVR, the Render Texture Volumes RT_VOI_Volume
and RT_Lightmap_Volume
are accessed every tick. Rendering the example from above with, e.g., 90 fps results in an access rate of 241.56 Gigabit/s:
- 2,147,483,648 bit + 536,870,912 bit = 2,684,354,560 bit = 2.684 Gigabit
- ProcessedData = 2.684 Gigabit/frame x 90 frames/s = 241.56 Gigabit/s
Plugin "Volume Creator" provides with a "Scalar Volume Actor" or SV Actor (Blueprint Class: BP_SV
) to handle a Hounsfield Units encoded Volume Texture and its pixel spacing. The SV Actor is an empty Actor and has no mesh.
Fig. 4.1.1.1.: Blueprint Actor BP_SV – Details Panel
Parameter, Category 'Volume Creator' (see figure 'Details Panel'):
- Scalar Volume Texture
- Type:
Volume Texture
- Default Value:
T_SV_Volume
- Description: Scalar Volume, Hounsfield Units encoded Volume Texture
- Type:
- Origin
- Type:
Vector
- Default Value:
X 0.0, Y 0.0, Z 0.0
- Description: Position of the first Voxel in the Anatomical Coordinate System
- Type:
- Columns
- Type:
Integer
- Default Value:
512
- Range: [
1
,n
] - Description: DICOM Columns Attribute: Number of pixel columns in the image; results in Width (UE: Y)
- Type:
- Columns Spacing
- Type:
Float
- Default Value:
0.3
- Range: [
0
,10
] - Description: DICOM Pixel Spacing Attribute: Physical distance in the patient between the center of each pixel - adjacent column spacing (delimiter)
- Type:
- Rows
- Type:
Integer
- Default Value:
512
- Range: [
1
,n
] - Description: DICOM Rows Attribute: Number of pixel rows in the image; results in Height (UE: Z)
- Type:
- Rows Spacing
- Type:
Float
- Default Value:
0.3
- Range: [
0
,10
] - Description: DICOM Pixel Spacing Attribute: Physical distance in the patient between the center of each pixel - adjacent row spacing (delimiter)
- Type:
- Slices
- Type:
Integer
- Default Value:
256
- Range: [
1
,n
] - Description: Number of Slices or Images respectively; results in Depth (UE: X)
- Type:
- Slices Spacing
- Type:
Float
- Default Value:
0.5
- Range: [
0
,10
] - Description: DICOM Spacing Between Slices Attribute: Spacing between slices. The spacing is measured from the center-to-center of each slice
- Type:
Fig. 4.1.1.2.: Level Blueprint, SpawnActor SV Actor
Spawn Parameter from Category 'Volume Creator':
- Scalar Volume Texture
- Type:
Volume Texture
- Default Value:
T_SV_Volume
- Description: Scalar Volume, Hounsfield Units encoded Volume Texture
- Type:
TODO:
Plugin "Volume Creator" provides with a "Scalar Volume User Widget" or SV User Widget (Blueprint Class: WBP_SV
).
Fig. 4.1.2.1.: User Widget Blueprint WBP_SV
Widget Input:
- Import... (Dialog)
- Open... (Dialog)
- Save
- Save As... (Dialog)
Fig. 4.1.2.2.: Level Blueprint, Create SV User Widget
Create Parameter:
- Scalar Volume Actor:
- Type: Scalar Volume Actor
BP_SV
instance as Object Reference - Default Value:
none
- Description: Mandatory, assign an SV Actor Instance to manage
- Type: Scalar Volume Actor
TODO:
Plugin "Volume Creator" provides with a "Scalar Volume User Widget Actor" or SV User Widget Actor (Blueprint Class: BP_SV_UI
). The Actor holds a User Widget Component with an SV User Widget assigned (see figure 4.1.3.1.).
Fig. 4.1.3.1.: Blueprint Actor BP_SV_UI – Viewport
The Actor may be added to the world by spawning an instance in a Blueprint, e.g., Level Blueprint (see figure 4.1.3.2) or by picking from the "Place Actors" Tab (see figure 4.1.3.3.).
Fig. 4.1.3.2: Level Blueprint, SpawnActor SV User Widget Actor
Spawn Parameter from Category 'Volume Creator':
- Scalar Volume Actor:
- Type: Scalar Volume Actor
BP_SV
instance as Object Reference - Default Value:
none
- Description: Mandatory, assign an SV Actor Instance to manage
- Type: Scalar Volume Actor
Fig. 4.1.3.3.: Blueprint Actor BP_SV_UI – Place Actors Tab
Fig. 4.1.3.4.: Blueprint Actor BP_SV_UI – Details Panel
Parameter, Category 'Volume Creator' (see figure 'Details Panel'):
- Scalar Volume Actor:
- Type: Scalar Volume Actor
BP_SV
instance as Object Reference - Default Value:
none
- Description: Mandatory, assign an SV Actor Instance to manage
- Type: Scalar Volume Actor
CT image data is expected to come in Hounsfield Units HU in a range of [-1024, 3071] (cf. section Import) representing 4096 gray levels for different materials where air is defined as -1000 HU and water as 0 HU. Consumer computer screens can only display 256 gray levels, represented by a value range of [0, 255]. Therefore the 4096 Hounsfield Units are mapped to 256 screen gray scale levels. In plugin "Volume Creator" the mapping is done by linear interpolation (Lerp).
If the whole range of 4096 Hounsfield Units is mapped to 256 gray levels, the contrast becomes quite bad. Therefore, the so called Values Of Interest VOI aka 'DICOM Window' was introduced to downsize the range of Hounsfield Units to map. The window is defined by its center and width.
Plugin "Volume Creator" provides with a "Values Of Interest Actor" or VOI Actor (Blueprint Class: BP_VOI
). The VOI Actor is an empty Actor and has no mesh. It consumes the Hounsfield Units encoded Volume Texture from an SV Actor and applies a DICOM Window.
Fig. 4.2.1.1.: Blueprint Actor BP_VOI – Details Panel
Parameter, Category 'Volume Creator' (see figure 'Details Panel'):
- Scalar Volume Actor
- Type: Scalar Volume Actor
BP_SV
instance as Object Reference - Default Value:
none
- Description: Mandatory, Hounsfield Units data source
- Type: Scalar Volume Actor
- Window Border Left
- Type:
Float
- Default Value:
-1024.0
- Range: [
-1024.0
,3071.0
] - Description: Window Left (lower) Border in Hounsfield Units; which is calculated (not editable in the Details Panel)
- Type:
- Window Border Right
- Type:
Float
- Default Value:
3071.0
- Range: [
-1024.0
,3071.0
] - Description: Window Right (upper) Border in Hounsfield Units; which is calculated (not editable in the Details Panel)
- Type:
- Window Center
- Type:
Float
- Default Value:
1023.5
- Range: [
-1024.0
,3071.0
] - Description: Window Center in Hounsfield Units (aka level or brightness)
- Type:
- Window Width
- Type:
Float
- Default Value:
4096.0
- Range: [
1.0
,4096.0
] - Description: Window Width in Hounsfield Units (aka range or contrast)
- Type:
- Window Mask
- Type:
Boolean
- Default Value:
true
- Description: With calculating the "Texture Render Target VOI Volume", values between the window left and right border are linear interpolated (lerped) in a range of [
0
,255
] by default. Values equal and lesser than the window left border are mapped to0
, values equal and greater than the window right border are mapped to255
. To render the lerped values only, a window mask is applied if parameter 'Window Mask' is set totrue
.
- Type:
If a parameter from above is changed in a VOI Actor instance from the Editor Details Panel, the "Texture Render Target VOI Volume" is not automatically recalculated. Clicking button Compute RT Voi Volume
will trigger this (see figure 4.2.1.2.).
The VOI range can also be set by clicking one of the VOI range buttons (see figure 4.2.1.2.). The window center and width are calculated from the specified left and right border values (see table 4.2.1.1.). Here the "Texture Render Target VOI Volume" is automatically recalculated.
Table 4.2.1.1.: VOI Ranges
Name | Left | Right | Center | Width |
---|---|---|---|---|
Default | -1024.0 |
3071.0 |
1023.5 |
4096.0 |
Air | -1000.0 |
-1000.0 |
-1000.0 |
1.0 |
Lung | -600.0 |
-400.0 |
-500.0 |
201.0 |
Fat | -100.0 |
-60.0 |
-80.0 |
41.0 |
Simple Fluid | -10.0 |
20.0 |
5.0 |
31.0 |
Water | 0.0 |
0.0 |
0.0 |
1.0 |
Soft Tissue | 30.0 |
45.0 |
37.5 |
16.0 |
Mediastinum | 50.0 |
500.0 |
275.0 |
451.0 |
Acute Blood | 60.0 |
90.0 |
75.0 |
31.0 |
Iodinated Contrast | 100.0 |
500.0 |
300.0 |
401.0 |
Trabecular Bone | 300.0 |
800.0 |
550.0 |
501.0 |
Cortical Bone | 1000.0 |
3000.0 |
2000.0 |
2001.0 |
Fig. 4.2.1.2.: Level Blueprint, SpawnActor VOI Actor
Spawn Parameter from Category 'Volume Creator':
- Scalar Volume Actor
- Type: Scalar Volume Actor
BP_SV
instance as Object Reference - Default Value:
none
- Description: Mandatory, Hounsfield Units data source
- Type: Scalar Volume Actor
Plugin "Volume Creator" provides with a "Values Of Interest User Widget" or VOI User Widget (Blueprint Class: WBP_VOI
).
Fig. 4.2.2.1.: User Widget Blueprint WBP_VOI
Fig. 4.2.2.2: Screencast of User Widget Blueprint WBP_VOI
Widget Input (see figures 4.2.2.1. and 4.2.2.2.):
- Left:
- Type: Slider
- Description: With moving slider "Left", slider "Right" is static, slider "Center" and "Width" adapt.
- Right:
- Type: Slider
- Description: With moving slider "Right", slider "Left" is static, slider "Center" and "Width" adapt.
- Center:
- Type: Slider
- Description: With moving slider "Center"
- Slider "Width" is static, slider "Left" and "Right" adapt
- If slider "Left" reaches minimum or slider "Right" reaches maximum: Slider "Width" also adapts.
- Width:
- Type: Slider
- Description: With moving slider "Width"
- Slider "Center" is static, slider "Left" and "Right" adapt
- If slider "Left" reaches minimum or slider "Right" reaches maximum: Slider "Width" can no longer be increased (TODO: Slider "Center" adapts)
- Presets:
- Type: Button
- Description: Set a VOI Range, cf. Table 4.2.1.1.
- Window Mask:
- Type: Check Box
Fig. 4.2.2.3.: Level Blueprint, Create VOI User Widget
Create Parameter:
- Values Of Interest Actor:
- Type: Values Of Interest Actor
BP_VOI
instance as Object Reference - Default Value:
none
- Description: Mandatory, assign a VOI Actor Instance to manage
- Type: Values Of Interest Actor
Plugin "Volume Creator" provides with a "Values Of Interest User Widget Actor" or VOI User Widget Actor (Blueprint Class: BP_VOI_UI
). The Actor holds a User Widget Component with a VOI User Widget assigned (see figure 4.2.3.1.).
Fig. 4.2.3.1.: Blueprint Actor BP_VOI_UI – Viewport
The Actor may be added to the world by spawning an instance in a Blueprint, e.g., Level Blueprint (see figure 4.2.3.2) or by picking from the "Place Actors" Tab (see figure 4.2.3.3.).
Fig. 4.2.3.2: Level Blueprint, SpawnActor VOI User Widget Actor
Spawn Parameter from Category 'Volume Creator':
- Values Of Interest Actor:
- Type: Values Of Interest Actor
BP_VOI
instance as Object Reference - Default Value:
none
- Description: Mandatory, assign a VOI Actor Instance to manage
- Type: Values Of Interest Actor
Fig. 4.2.3.3.: Blueprint Actor BP_VOI_UI – Place Actors Tab
Fig. 4.2.3.4.: Blueprint Actor BP_VOI_UI – Details Panel
Parameter, Category 'Volume Creator' (see figure 'Details Panel'):
- Values Of Interest Actor:
- Type: Values Of Interest Actor
BP_VOI
instance as Object Reference - Default Value:
none
- Description: Mandatory, assign a VOI Actor Instance to manage
- Type: Values Of Interest Actor
Plugin "Volume Creator" provides with a "Multiplanar Rendering Actor" or MPR Actor (Blueprint Class: BP_MPR
) to visualise a 3D representation of a scalar volume by Coronal, Sagittal and Axial planes arranged perpendicular to one another.
Fig. 4.3.1.1.: Blueprint Actor BP_MPR – Viewport
Fig. 4.3.1.2.: Blueprint Actor BP_MPR – Details Panel
Parameter, Category 'Volume Creator' (see figure 'Details Panel'):
- Values Of Interest Actor:
- Type: VOI Actor
BP_VOI
instance as Object Reference - Default Value:
none
- Description: Mandatory, data to which the transfer function LUT is applied
- Type: VOI Actor
- LUT Index:
- Type:
Integer
- Default Value:
0
- Range: [
0
,50
] - Description: Select Look-Up Table by Index
- Type:
- Brightness:
- Type:
Float
- Default Value:
0.5
- Range: [
0.0
,2.0
] - Description: Emissive Brightness; Values greater than 1 are allowed as HDR lighting is supported.
- Type:
- Planes Location:
- Type:
Vector
- Default Value:
X 0.0, Y 0.0, Z 0.0
- Ranges: [
-50.0
,50.0
] - Description: Anatomical Planes Location (X: Coronal, Y: Sagittal, Z: Axial)
Use this Values instead of Component Location Values (Accessed by User Widget, Serialised for Saved Games).
- Type:
- Coronal Plane Visibility:
- Type:
bool
- Default Value:
true
- Description: Use this Value instead of Component Visibility Value (Accessed by User Widget, Serialised for Saved Games).
- Type:
- Sagittal Plane Visibility:
- Type:
bool
- Default Value:
true
- Description: Use this Value instead of Component Visibility Value (Accessed by User Widget, Serialised for Saved Games).
- Type:
- Axial Plane Visibility:
- Type:
bool
- Default Value:
true
- Description: Use this Value instead of Component Visibility Value (Accessed by User Widget, Serialised for Saved Games).
- Type:
Table 4.3.1.1.: Look-Up Tables LUT
Fig. 4.3.1.3.: Level Blueprint, SpawnActor MPR Actor
Spawn Parameter from Category 'Volume Creator':
- Values Of Interest Actor:
- Type: Values Of Interest Actor
BP_VOI
instance as Object Reference - Default Value:
none
- Description: Mandatory, data to which the transfer function LUT is applied
- Type: Values Of Interest Actor
Plugin "Volume Creator" provides with a "Multiplanar Rendering User Widget" or MPR User Widget (Blueprint Class: WBP_MPR
) to visualise a 2D representation of the anatomical coronal, sagittal and axial planes which are consumed from an MPR Actor instance and arranged side by side. The perpendicular planes intersections are drawn as color coded orientation lines.
Fig. 4.3.2.1.: User Widget Blueprint WBP_MPR
Fig. 4.3.2.2: Screencast of User Widget Blueprint WBP_MPR
Widget Input (see figures 4.3.2.1. and 4.3.2.2):
- LUT:
- Type: Select
- Description: Select a Look-up Table to colorise the content, cf. Table 4.3.1.1.
- Brightness:
- Type: Slider
- Description: Emissive Brightness; Values greater than 1 are allowed as HDR lighting is supported.
- Coronal:
- Type: Slider
- Description: Coronal Plane Posterior/Anterior P–A Location, color code red; With moving the slider the plane changes its P–A position and content resp., the orientation lines location in the "Sagittal" and "Axial" view is updated.
- Type: Check Box
- Description: Orientation line visibility; With a check box checked the corresponding color coded orientation line is visible.
- Sagittal:
- Type: Slider
- Description: Sagittal Plane Left/Right L–R Location, color code green; With moving the slider the plane changes its L–R position and content resp., the orientation lines location in the "Coronal" and "Axial" view is updated.
- Type: Check Box
- Description: Orientation line visibility; With a check box checked the corresponding color coded orientation line is visible.
- Axial:
- Type: Slider
- Description: Axial Plane Inferior/Superior I–S Location, color code blue; With moving the slider the plane changes its I–S position and content resp., the orientation lines location in the "Coronal" and "Sagittal" view is updated.
- Type: Check Box
- Description: Orientation line visibility; With a check box checked the corresponding color coded orientation line is visible.
With changing MPR User Widget parameters, the attached MPR Actor instance planes are also updated.
Fig. 4.3.2.3.: Level Blueprint, Create MPR User Widget
Create Parameter:
- Multiplanar Rendering Actor:
- Type: Multiplanar Rendering Actor
BP_MPR
instance as Object Reference - Default Value:
none
- Description: Mandatory, assign an MPR Actor Instance to manage
- Type: Multiplanar Rendering Actor
Plugin "Volume Creator" provides with a "Multiplanar Rendering User Widget Actor" or MPR User Widget Actor (Blueprint Class: BP_MPR_UI
). The Actor holds a User Widget Component with an MPR User Widget assigned (see figure 4.3.3.1.).
Fig. 4.3.3.1.: Blueprint Actor BP_MPR_UI – Viewport
The Actor may be added to the world by spawning an instance in a Blueprint, e.g., Level Blueprint (see figure 4.3.3.2) or by picking from the "Place Actors" Tab (see figure 4.3.3.3.).
Fig. 4.3.3.2: Level Blueprint, SpawnActor MPR User Widget Actor
Spawn Parameter from Category 'Volume Creator':
- Multiplanar Rendering Actor:
- Type: Multiplanar Rendering Actor
BP_MPR
instance as Object Reference - Default Value:
none
- Description: Mandatory, assign an MPR Actor Instance to manage
- Type: Multiplanar Rendering Actor
Fig. 4.3.3.3.: Blueprint Actor BP_MPR_UI – Place Actors Tab
Fig. 4.3.3.4.: Blueprint Actor BP_MPR_UI – Details Panel
Parameter, Category 'Volume Creator' (see figure 'Details Panel'):
- Multiplanar Rendering Actor:
- Type: Multiplanar Rendering Actor
BP_MPR
instance as Object Reference - Default Value:
none
- Description: Mandatory, assign an MPR Actor Instance to manage
- Type: Multiplanar Rendering Actor
Plugin "Volume Creator" provides with a "Direct Volume Rendering Actor" or DVR Actor (Blueprint Class: BP_DVR
) to visualise a 3D representation of a scalar volume. The DVR Actor extent is shown with a bounding box.
Fig. 4.4.1.1.: Blueprint Actor BP_DVR – Viewport
Fig. 4.4.1.2.: Blueprint Actor BP_DVR – Details Panel
Parameter, Category 'Volume Creator' (see figure 'Details Panel'):
- Data:
- Values Of Interest Actor:
- Type: Values Of Interest Actor
BP_VOI
instance as Object Reference - Default Value:
none
- Description: Mandatory, data to which the transfer function Curve is applied
- Type: Values Of Interest Actor
- Values Of Interest Actor:
- Clipping:
- Clipping Cube Actor:
- Type: Clipping Cube Actor
BP_ClippingCube
instance as Object Reference - Default Value:
none
- Description: Optional, used for geometry subtraction if set
- Type: Clipping Cube Actor
- Clipping Plane Actor:
- Type: Clipping Plane Actor
BP_ClippingPlane
instance as Object Reference - Default Value:
none
- Description: Optional, used for geometry subtraction if set
- Type: Clipping Plane Actor
- Clipping Cube Actor:
- DVR:
- Distance Power
- Type:
Float
- Default Value:
1.0
- Range: [
0.1
,2.0
] - Description: Resampling Distance Power – The shader algorithm calculates the current distance of the image slices with respect to the angle of entry of the resampling ray. With a value of
1.0
(default) the calculated resampling distance is used. This parameter may be seen as an optimisation method (cf. [Luecke 2005], "Fragmented Line Ray-Casting").- With values smaller than
1.0
the resampling distance lowers, a so-called oversampling aka supersampling occurs, which may increase visualisation quality (cf. [Meissner et al.], p. 19). - With values larger than
1.0
the resampling distance grows, a so-called undersampling occurs, which may accelerate rendering.
- With values smaller than
- Type:
- Resampling Steps:
- Type:
Integer
- Default Value:
256
- Range: [
1
,1024
] - Description: Maximum Number of Resampling Steps:
- A large number means more steps. The resampling ray may advance deeper into the cube. The hereby resulting rendering may increase visualisation quality by the cost of more computing time.
- A small number may decrease rendering quality but is faster.
- Type:
- Transfer Function:
- Type:
Curve Linear Color
- Default Value:
Curve_Default_Color
- Description: The transfer functions are based on color gradients from
Curve Linear Color
assets.
- Type:
- Alpha Threshold:
- Type:
Float
- Default Value:
0.8
- Range: [
0.0
,1.0
] - Description: Maximum Opacity Threshold for Early Ray Termination from iteratively added up Alpha Channel
- Type:
- Distance Power
- Lighting:
- Light Source:
- Type: Array of
BP_LightSource
Object References - Default Value:
none
- Optional, used for static lighting if set
- Type: Array of
- Ambient:
- Type:
Float
- Default Value:
0.1
- Range: [
0.0
,1.0
] - Description: Phong Shading Parameter
- Type:
- Diffuse:
- Type:
Float
- Default Value:
0.9
- Range: [
0.0
,1.0
] - Description: Phong Shading Parameter
- Type:
- Specular:
- Type:
Float
- Default Value:
0.2
- Range: [
0.0
,1.0
] - Description: Phong Shading Parameter
- Type:
- Specular Power:
- Type:
Integer
- Default Value:
10
- Range: [
1
,50
] - Description: Phong Shading Parameter
- Type:
- Light Source:
TODO: Color Curves Images
Table 4.4.1.1.: Color Curves
Fig. 4.4.1.3.: Level Blueprint, SpawnActor DVR Actor
Spawn Parameter from Category 'Volume Creator':
- Values Of Interest Actor:
- Type: Values Of Interest Actor
BP_VOI
instance as Object Reference - Default Value:
none
- Description: Mandatory, data to which the transfer function Curve is applied
- Type: Values Of Interest Actor
Plugin "Volume Creator" provides with a "Direct Volume Rendering User Widget" or DVR User Widget (Blueprint Class: WBP_DVR
).
Fig. 4.4.2.1.: User Widget Blueprint WBP_DVR
Widget Input:
- DVR:
- Transfer Function (Select)
- Distance Power (Slider)
- Resampling Steps (Slider)
- Alpha Threshold (Slider)
- Lighting:
- Ambient (Slider)
- Diffuse (Slider)
- Specular (Slider)
- Specular Power (Slider)
Fig. 4.4.2.2.: Level Blueprint, Create DVR User Widget
Create Parameter:
- Direct Volume Rendering Actor:
- Type: Direct Volume Rendering Actor
BP_DVR
instance as Object Reference - Default Value:
none
- Description: Mandatory, assign a DVR Actor Instance to manage
- Type: Direct Volume Rendering Actor
Plugin "Volume Creator" provides with a "Direct Volume Rendering User Widget Actor" or DVR User Widget Actor (Blueprint Class: BP_DVR_UI
). The Actor holds a User Widget Component with a DVR User Widget assigned (see figure 4.4.3.1.).
Fig. 4.4.3.1.: Blueprint Actor BP_DVR_UI – Viewport
The Actor may be added to the world by spawning an instance in a Blueprint, e.g., Level Blueprint (see figure 4.4.3.2) or by picking from the "Place Actors" Tab (see figure 4.4.3.3.).
Fig. 4.4.3.2: Level Blueprint, SpawnActor DVR User Widget Actor
Spawn Parameter from Category 'Volume Creator':
- Direct Volume Rendering Actor:
- Type: Direct Volume Rendering Actor
BP_DVR
instance as Object Reference - Default Value:
none
- Description: Mandatory, assign a DVR Actor Instance to manage
- Type: Direct Volume Rendering Actor
Fig. 4.4.3.3.: Blueprint Actor BP_DVR_UI – Place Actors Tab
Fig. 4.4.3.4.: Blueprint Actor BP_DVR_UI – Details Panel
Parameter, Category 'Volume Creator' (see figure 'Details Panel'):
- Direct Volume Rendering Actor:
- Type: Direct Volume Rendering Actor
BP_DVR
instance as Object Reference - Default Value:
none
- Description: Mandatory, assign a DVR Actor Instance to manage
- Type: Direct Volume Rendering Actor
Plugin "Volume Creator" provides with a "Clipping Cube Actor" (Blueprint Class: BP_ClippingCube
), with which a volume rendering actor can be cropped in real-time. A Clipping Cube Actor instance can be assigned as to a DVR Actor instance by specifying it there as a parameter. In the Unreal Editor Outline Hierarchy a Clipping Cube Actor is ideally subordinated directly to the corresponding DVR Actor for adaptive scaling.
Fig. 4.4.4.1.1.: Blueprint Actor BP_ClippingCube – Viewport
Parameter, Category 'Volume Creator':
- none
Fig. 4.4.4.1.2.: Level Blueprint, SpawnActor Clipping Cube Actor
Spawn Parameter from Category 'Volume Creator':
- none
Plugin "Volume Creator" provides with a "Clipping Cube Handles Actor" (Blueprint Class: BP_ClippingCubeHandles
), with which a Clipping Cube Actor can be modified interactively in real-time.
Fig. 4.4.4.2.1.: Blueprint Actor BP_ClippingCubeHandles – Viewport
Fig. 4.4.4.2.2.: Blueprint Actor BP_ClippingCubeHandles – Details Panel
Parameter, Category 'Volume Creator' (see figure 'Details Panel'):
- Clipping Cube:
- Type: Array of Clipping Cube Actor
BP_ClippingCube
instances as Object References - Default Value:
none
- Description: Mandatory, Clipping Cube Actor(s) to manage
- Type: Array of Clipping Cube Actor
Fig. 4.4.4.2.3.: Level Blueprint, SpawnActor Clipping Cube Handles Actor
Spawn Parameter from Category 'Volume Creator':
- Clipping Cube:
- Type: Array of Clipping Cube Actor
BP_ClippingCube
instances as Object References - Default Value:
none
- Description: Mandatory, Clipping Cube Actor(s) to manage
- Type: Array of Clipping Cube Actor
Plugin "Volume Creator" provides with a "Clipping Plane Actor" (Blueprint Class: BP_ClippingPlane
), with which a volume rendering actor can be cropped in real-time.
Fig. 4.4.4.3.1.: Blueprint Actor BP_ClippingPlane – Viewport
Parameter, Category 'Volume Creator':
- none
Fig. 4.4.4.3.2.: Level Blueprint, SpawnActor Clipping Plane Actor
Spawn Parameter from Category 'Volume Creator':
- none
Plugin "Volume Creator" provides with a "Light Source Actor" (Blueprint Class: BP_LightSource
), which can optionally be attached to a DVR Actor and act as a lighting source to illuminate the volume rendering.
Fig. 4.4.5.1.: Blueprint Actor BP_LightSource – Viewport
The "Light Source Actor"s SpotLightComponent
is simulating an operating room LED light source. By default its parameters are set as follows (see figure 4.4.5.2.).
Fig. 4.4.5.2.: Blueprint Actor BP_LightSource – Details Panel
Parameter (see figure 'Details Panel'):
- Category 'Transform':
- Mobility:
Movable
- Mobility:
- Category 'Light':
- Use Temperature:
true
- Temperature:
5000.0
- Description: To provide a good color rendering index CRI-R9 for red tones in surgical procedures (cf. [WaveformLighting]), parameter "Temperature" in Kelvin [K] is used (Use Temperature:
true
) to achieve an adjustable warm or cold white. "Warmer colors (yellows and reds) appear at lower temperatures, while cooler colors (white and blue) appear at temperatures above 5,000 Kelvin." (cf. [USAMedicalSurgical]). Therefore initially a temperature of5,000.0
K is set (see also [VivoSurgical]). It is up to the game developer to adjust the value accordingly.
- Description: To provide a good color rendering index CRI-R9 for red tones in surgical procedures (cf. [WaveformLighting]), parameter "Temperature" in Kelvin [K] is used (Use Temperature:
- Intensity Units:
Candelas
- Intensity:
100,000.0 cd
- Description: We like to achieve a depth of illumination with a full spot of 100,000 lux at a distance of 1 meter (cf. [USAMedicalSurgical]). [UEDoc, Physical Lighting Units] mentiones that "Candela (cd) is a measure of luminous intensity emitted uniformly across a solid angle of 1 steradian (sr). For example, a light set to 1000 cd would measure 1000 lux at 1 meter." Therefore parameter "Intensity" is set to
100,000.0 cd
(Intensity Units:Candelas
). Also "Note that when the intensity of a light is defined in Candelas, it is unaffected by its cone angle" (ibid.).
- Description: We like to achieve a depth of illumination with a full spot of 100,000 lux at a distance of 1 meter (cf. [USAMedicalSurgical]). [UEDoc, Physical Lighting Units] mentiones that "Candela (cd) is a measure of luminous intensity emitted uniformly across a solid angle of 1 steradian (sr). For example, a light set to 1000 cd would measure 1000 lux at 1 meter." Therefore parameter "Intensity" is set to
- Attenuation Radius:
120.0
- Description: To bound the visible influence of the light and save rendering resources, we set parameter "Attenuation Radius" to a value slightly above 1.0 meter or 100.0 UU resp., i.e.
120.0
("Light Attenuation Radius can have a serious impact on performance, so use larger radius values sparingly", cf. [UEDoc, Lighting Basics]).
- Description: To bound the visible influence of the light and save rendering resources, we set parameter "Attenuation Radius" to a value slightly above 1.0 meter or 100.0 UU resp., i.e.
- Use Temperature:
- Category 'Volume Creator':
- none
The "Light Source Actor" implements Blueprint interface BPI_LightSource
. A DVR Actor consumes values of a "Light Source Actor" by calling these interface functions:
- GetWorldLocation (returns:
Vector
) - GetWorldRotation (returns:
Rotator
) - GetIntensity (returns:
Float
) - GetColor (returns:
Linear Color Structure
, from Temperature if used or LightColor otherwise)
Notes: By default, the "Light Source Actor"s spot light component is set to affect the world (Affects World: true
) and also casts ray tracing shadows, reflections and global illumination. It is up to the game developer to manage these parameters. The same applies to source radius and length which define specular highlights on surfaces.
Fig. 4.4.5.3.: Level Blueprint, SpawnActor Light Source Actor
Spawn Parameter from Category 'Volume Creator':
- none
Plugin "Volume Creator" provides with an "Orientation Guide Actor" (Blueprint Class: BP_OrientationGuide
), which can be attached to a volume rendering actor and serves as rotation synchronised orientation guide.
Fig. 4.4.6.1.: Blueprint Actor BP_OrientationGuide – Viewport
Fig. 4.4.6.2.: Blueprint Actor BP_OrientationGuide – Details Panel
Parameter, Category 'Volume Creator' (see figure 'Details Panel'):
- Volume Rendering Actor:
- Type: Direct Volume Rendering Actor
BP_DVR
instance as Object Reference - Default Value:
none
- Description: Mandatory, DVR Actor Instance to synchronise rotation from
- Type: Direct Volume Rendering Actor
Fig. 4.4.6.3.: Level Blueprint, SpawnActor Orientation Guide Actor
Spawn Parameter from Category 'Volume Creator':
- Volume Rendering Actor:
- Type: Direct Volume Rendering Actor
BP_DVR
instance as Object Reference - Default Value:
none
- Description: Mandatory, DVR Actor Instance to synchronise rotation from
- Type: Direct Volume Rendering Actor
- A — Anterior
- A–R–S — Anterior–Right–Superior
- AXE — Axial
- BB — Bounding Box
- cd — Candela; luminous intensity
- COR — Coronal
- CRI — Color Rendering Index
- CS — Compute Shader
- CT — Computed Tomography (X-ray)
- DICOM — Digital Imaging and Communications in Medicine
- DVR — Direct Volume Rendering
- fps — Frames per Second
- FPV — First Person View
- HU — Hounsfield Units
- I — Inferior
- IES — Illuminating Engineering Society, Lighting Profile File Extension
- L — Left
- LED — Light-emitting Diode
- LhS — Left-handed System
- L–A–S — Left–Anterior–Superior
- L–P–S — Left–Posterior–Superior
- lm — Lumen; luminous flux
- LUT — Look-Up Table
- lux — Lux; illuminance
- MinIP — Minimum Intensity Projection
- MIP — Maximum Intensity Projection
- MPR — Multiplanar Rendering or Reconstruction resp.
- MR — Magnetic Resonance
- P — Posterior
- PE — Positron Emission
- PIE — Play in Editor
- PS — Pixel Shader
- R — Right
- R–A–S — Right–Anterior–Superior
- RhS — Right-handed System
- RT — Render Target Texture
- S — Superior
- SAG — Sagittal
- SV — Scalar Volume
- TCS — Test Color Samples
- TF — Transfer Function
- UE — Unreal Engine
- UI — User Interface
- US — Ultrasound Imaging (sonography)
- UU — Unreal Engine Units
- VOI — Values of Interest
Patient Coordinate System: Anatomical planes and terms of location on a person standing upright (cf. [mbbs]):
- Coronal Plane: Frontal plane, separates in Posterior (P) towards back and Anterior (A) towards front.
- Sagittal Plane: The median plane is a longitudinal plane, which separates the body into its Left (L) and Right (R) halves. A sagittal plane is any plane perpendicular to the median plane.
- Axial Plane: Horizontal plane, separates in Inferior (I) towards feet and Superior (S) towards head.
DICOM images are using a Left–Posterior–Superior L–P–S system (cf. [Sharma 2022] and [Adaloglouon 2020], Anatomical coordinate system). DICOM images are stored as a matrix of pixels with index coordinates in rows i
, columns j
, and slices k
using a Right-handed System RhS (cf. [Adaloglouon 2020, Medical Image coordinate system (Voxel space)]):
- The image stack Origin is located in the first slice, first column, first row
- i: Image width in columns, increases to anatomical Left L
- j: Image height in rows, increases to anatomical Posterior P
- k: Image stack depth in slices, increases anatomical Superior S
Unreal Engine is using a Left-handed System LhS based First Person View FPV (cf. [Mower, Coordinate System]) with terms of location 'Back', 'Front', 'Left', 'Right', 'Bottom' and 'Top'. In plugin "Volume Creator"—with the use of UE's LhS and terms of location— the anatomical coordinate system results in an Anterior–Right–Superior A–R–S system (see figure G.1.):
Fig. G.1.: Orientation Guide Actor with UE Left handed Location-Gizmo Arrows
- X: Increases from Back to Front, color code Red; anatomical from Posterior P to Anterior A
- Y: Increases from Left to Right, color code Green; anatomical from Left L to Right R
- Z: Increases upwards from Bottom to Top, color code Blue; anatomical from Inferior I to Superior S
Anatomical Planes and Terms of Location in plugin "Volume Creator" (see figure G.2.):
Fig. G.2.: Clipping Cube Handles Actor with UE Left handed Location-Gizmo Arrows
- Coronal COR: Frontal YZ-Plane (green/blue arrows) with Up-Vector X+ (red arrow) from Posterior P to Anterior A
- Sagittal SAG: Longitudinal XZ-Plane (red/blue arrows) with Up-Vector Y+ (green arrow) from Left L to Right R
- Axial AXE: Horizontal XY-Plane (red/green arrows) with Up-Vector Z+ (blue arrow) from Inferior I to Superior S
[Illuminance, SolarBuy]
Luminous Flux represents the total power of visible light emitted in all directions per unit of time. This power—indicated as light output—might vary depending on the light source's energy efficiency.
Lumen
Lumen (lm) is a measurement unit of a luminous flux or luminous power. One lumen equals the amount of light emitted by a light source (radiating equal amount of light in all directions) through a solid angle of one steradian with an intensity of 1 candela.
Luminous Intensity is defined as the amount of visible light emitted at a specific angle. It directly affects the visibility of light and is mostly used on devices that produce focused light.
Candela
Candela (cd) is a measurement unit in SI of luminous intensity. Candela replaced the older unit that was used to express luminous intensity—candlepower. One regular candle emits approximately 1 candela of luminous intensity, this is why candela was also called candle in older times.
Illuminance is the luminous flux per unit area. The common measurement term is Lux (lm/m2) for a standardized unit or footcandle (lm/ft2). This parameter is independent of surface geometry where the light falls on but is strongly related to how much area was illuminated.
Lux
Lux is the unit of illuminance, equal to one lumen per square meter.
Fig. G.3.: Illustration of the Distinction between Luminous Flux (Lumen), Luminous Intensity (Candela) and Illuminance (Lux); Image Source: [Illuminance, UNitop]
The plugins assets naming convention is based on a scheme from [UEDoc, Recommended Asset Naming Conventions] (see also [Allar 2022] and [Amos 2021]):
[AssetTypePrefix]_[AssetName]_[DescriptorSuffix]_[OptionalVariantLetterOrNumber]
AssetTypePrefix
identifies the type of Asset [...].AssetName
is the Asset's name.DescriptorSuffix
provides additional context for the Asset, to help identify how it is used. For example, whether a texture is a normal map or an opacity map.OptionalVariantLetterOrNumber
is optionally used to differentiate between multiple versions or variations of an asset.
[AssetTypePrefix]
:- Blueprint:
BP
- Blueprint Interface:
BPI
- Curve:
Curve
- Data Asset:
DA
- Enum(eration):
E
- Material:
M
- Material Instance:
MI
- Material Instance Dynamic:
MID
- Struct(ure):
F
- Static Mesh:
SM
- Texture:
T
- Texture Render Target:
RT
- Widget Blueprint:
WBP
- Blueprint:
[AssetName]
(Domain Specific):- Bounding Box:
BB
- Data Type:
- Scalar Volume:
SV
- Values Of Interest:
VOI
- Transfer Function:
TF
- Look-Up Table:
LUT
- Scalar Volume:
- Acquisition Type:
- Computer Tomography:
CT
- Magnetic Resonance:
MR
- Ultrasound:
US
- Computer Tomography:
- Rendering Type:
- Multiplanar Rendering:
MPR
- Plane:
COR
,SAG
,AXE
- Location:
P
,A
,L
,R
,I
,S
- Plane:
- Direct Volume Rendering:
DVR
- Multiplanar Rendering:
- Bounding Box:
[DescriptorSuffix]
:- Texture Array:
Array
- Curve Linear Color:
Color
- Color Atlas:
ColorAtlas
- Main Material:
Main
- User Widget Actor:
UI
- Volume Texture:
Volume
- Texture Array:
- Anatomical Terms:
- [mbbs] mbbsbooks: Anatomical Terms. In: mbbsbooks Medical - Category Anatomy. Feb 14, 2023. Online: https://mbbsbooks.com/anatomical-terms/
- DICOM:
- [DICOM] The DICOM Standard. Online: https://www.dicomstandard.org/current
- [DICOM, FAQ] DICOM Standard FAQ. Online: https://www.dicomstandard.org/faq
- [DICOM-Browser] Innolitics: DICOM Standard Browser. Online: https://dicom.innolitics.com/ciods/ct-image
- [Radiopaedia, HU] Greenway K, Murphy A, Gaillard F, et al.: Hounsfield unit. Reference article, Radiopaedia.org (Accessed on 25 Sep 2023), DOI: 10.53347/rID-38181
- [Sharma 2021] Shivam Sharma: Introduction to DICOM for Computer Vision Engineers. In: RedBrick AI. Dec 15, 2021. Online: https://medium.com/redbrick-ai/introduction-to-dicom-for-computer-vision-engineers-78f346bbc1fd
- [Sharma 2022] Shivam Sharma: DICOM Coordinate Systems – 3D DICOM for Computer Vision Engineers. In: RedBrick AI. Dec 22, 2022. Online: https://medium.com/redbrick-ai/dicom-coordinate-systems-3d-dicom-for-computer-vision-engineers-pt-1-61341d87485f
- [Adaloglouon 2020] Nikolas Adaloglouon: Understanding Coordinate Systems and DICOM for Deep Learning Medical Image Analysis. In: The AI Summer. July 16, 2020. Online: https://theaisummer.com/medical-image-coordinates/
- [Zaharia 2013] Roni Zaharia: Chapter 14 - Image Orientation: Getting Oriented using the Image Plane Module. In: DICOM Tutorial, DICOM is Easy – Software Programming for Medical Applications. June 6, 2013. Online: http://dicomiseasy.blogspot.com/2013/06/getting-oriented-using-image-plane.html
- Volume Rendering:
- [Luecke 2005] Peter Luecke: Volume Rendering Techniques for Medical Imaging. Diplomarbeit. Technische Universität München, Fakultät für Informatik. April 15, 2005. In collaboration with Siemens Corporate Research Inc., Princeton, USA. Online: https://campar.in.tum.de/twiki/pub/Students/DaLuecke/Diplomarbeit.pdf
- [Sunden 2015] Sunden E., Ropinski, T.: Efficient volume illumination with multiple light sources through selective light updates. 2015 IEEE Pacific Visualization Symposium (PacificVis), Hangzhou, China, 2015, pp. 231-238, DOI: 10.1109/PACIFICVIS.2015.7156382.
- Surgical Lighting:
- [VivoSurgical] Why Colour Matters in Surgical Lighting. In: Website of Vivo Surgical. Jul 27, 2021. Online: https://www.vivo-surgical.com/post/why-colour-matters-the-importance-of-colour-temperature
- [WaveformLighting] What is CRI R9 and Why is it Important? In: Waveform Lighting Blog, Tech & Color Science. Waveform Lighting, LLC. Online: https://www.waveformlighting.com/tech/what-is-cri-r9-and-why-is-it-important
- [Wikipedia, Surgical lighting] Article Surgical lighting. In: Wikipedia. URL: https://en.wikipedia.org/w/index.php?oldid=1143957583
- [USAMedicalSurgical] Surgical Lights Buyer's Guide For Medical Professionals, Surgery Centers, Medical Offices and Hospitals. In: USA Medical and Surgical Supplies. Posted on 07/24/2018. Online: https://www.usamedicalsurgical.com/blog/surgical-lights-buyers-guide/
- [UEDoc] Epic Games: Unreal Engine Documentation. Online: https://docs.unrealengine.com
- Coordinate System:
- [Mower, Scale] Nick Mower: Scale and Measurement Inside Unreal Engine 4. In: TechArt-Hub. Online: https://www.techarthub.com/scale-and-measurement-inside-unreal-engine-4/
- [Mower, Coordinate System] Nick Mower: A Practical Guide to Unreal Engine 4’s Coordinate System. In: TechArt-Hub. Online: https://www.techarthub.com/a-practical-guide-to-unreal-engine-4s-coordinate-system/
- Naming Convention:
- [UEDoc, Recommended Asset Naming Conventions] Epic Games: Recommended Asset Naming Conventions. In: Unreal Engine Documentation. Online: https://docs.unrealengine.com/5.2/en-US/recommended-asset-naming-conventions-in-unreal-engine-projects/
- [Allar 2022] Michael Allar: Gamemakin UE Style Guide. March 7, 2022. Online: https://github.com/Allar/ue5-style-guide
- [Amos 2021] Dylan "Tezenari" Amos: Asset Naming Conventions. In: Unreal Directive. October 12, 2021. Online: https://www.unrealdirective.com/resource/asset-naming-conventions
- Textures:
- [UEDoc, EPixelFormat] Epic Games: Unreal Engine API Reference > Runtime > Core > EPixelFormat. In: Unreal Engine Documentation. Online: https://docs.unrealengine.com/4.26/en-US/API/Runtime/Core/EPixelFormat/
- [Ivanov 2021] Michael Ivanov: Unreal Engine and Custom Data Textures. June 19, 2021. Online: https://sasmaster.medium.com/unreal-engine-and-custom-data-textures-40857f8b6b81
- [UEDoc, Guidelines for Optimizing Rendering for Real-Time] Epic Games: Guidelines for Optimizing Rendering for Real-Time. In: Unreal Engine Documentation. Online: https://docs.unrealengine.com/5.2/en-US/guidelines-for-optimizing-rendering-for-real-time-in-unreal-engine/
- [Mower, Compression] Nick Mower: Your Guide to Texture Compression in Unreal Engine. In: TechArt-Hub. Online: https://www.techarthub.com/your-guide-to-texture-compression-in-unreal-engine/
- Lighting:
- [UEDoc, Physical Lighting Units] Physical Lighting Units. In: Unreal Engine Documentation. Online: https://docs.unrealengine.com/4.27/en-US/BuildingWorlds/LightingAndShadows/PhysicalLightUnits/
- [Illuminance, SolarBuy] Steven Kwok: What's the Difference Between Lumen, Candela and Lux? In: solarbuy.com. Dec 8, 2023. Online: https://solarbuy.com/solar-101/difference-between-lumen-candela-and-lux/
- [Illuminance, UNitop] Tom Woo: Candela vs Lux vs Lumens: The Ultimate Guide. In: UNitop Industry Blog. August 31, 2023. Online: https://www.unitopledstrip.com/candela-vs-lux-vs-lumens-the-ultimate-guide/
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- Meissner M., Pfister H., Westermann R., and Wittenbrink C. (2000): Volume Visualization and Volume Rendering Techniques. Eurographics tutorial. Online: https://vcg.seas.harvard.edu/publications/volume-visualization-and-volume-rendering-techniques
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- The word mark Unreal and its logo are Epic Games, Inc. trademarks or registered trademarks in the US and elsewhere (cf. Branding Guidelines and Trademark Usage, Online: https://www.unrealengine.com/en-US/branding)
- The word mark DICOM—Digital Imaging and Communication in Medicine and its logo are trademarks or registered trademarks of the National Electrical Manufacturers Association (NEMA), managed by the Medical Imaging Technology Association (MITA), a division of NEMA
- The word mark MetaImage is a trademark or registered trademark of Kitware, Inc.
This documentation has not been reviewed or approved by the Food and Drug Administration FDA or by any other agency. It is the users responsibility to ensure compliance with applicable rules and regulations—be it in the US or elsewhere.
Software: To acknowledge "Unreal® Engine Plugin: Volume Creator" software, please cite
Bruggmann, Roland (2023). Unreal® Engine Plugin: Volume Creator, Version [v#.#.#], UE [4.## or 5.#]. Unreal® Marketplace. URL: https://www.unrealengine.com/marketplace/en-US/product/volume-creator. Copyright 2023 Roland Bruggmann aka brugr9. All Rights Reserved.
Documentation: To acknowledge this documentation—be it, e.g., the Readme or the Changelog—please cite
Bruggmann, Roland (2023). Volume Creator: Unreal® Engine Plugin for Medical Data Rendering — Documentation, [Readme, Changelog]. GitHub; accessed [Year Month Day]. URL: https://github.com/brugr9/UEPluginVolumeCreator. Licensed under Creative Commons Attribution-ShareAlike 4.0 International
"Volume Creator: Unreal® Engine Plugin for Medical Data Rendering — Documentation". URL: https://github.com/brugr9/UEPluginVolumeCreator. © 2023 by Roland Bruggmann, Documentation licensed under Creative Commons Attribution-ShareAlike 4.0 International.