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Mobile Volume Rendering System for Client-Server Environment

클라이언트 서버 기반 모바일 볼륨 가시화 시스템

  • Lee, Woongkyu (Dept. of Information Systems Eng., Hansung University) ;
  • Kye, Heewon (Dept. of Information Systems Eng., Hansung University)
  • 이웅규 (한성대학교 정보시스템공학과) ;
  • 계희원 (한성대학교 정보시스템공학과)
  • Received : 2015.06.20
  • Accepted : 2015.07.05
  • Published : 2015.07.14

Abstract

In this paper, we explain a volume rendering system for client-server environment. A single GPU-equipped PC works as a server which is based on the ideas that only a few concurrent users use a volume rendering system in a small hospital. As the clients, we used Android mobile devices such as smart phones. User events are transformed to rendering requests by the client application. When the server receives a rendering request, it renders the volume using the GPU. The rendered image is compressed to JPEG or PNG format so that we can save network bandwidth and reduce transfer time. In addition, we perform an event pruning method while a user is dragging the touch to enhance latency. The server compensates the pruning by interpolating the touch positions. As the result, real-time volume rendering is possible for 5 concurrent users on single GPU-equipped commodity hardware.

본 연구는 클라이언트 서버 기반의 볼륨 가시화 시스템에 대해 설명한다. 소형 병원에서의 볼륨 가시화 시스템은 소수의 사용자만이 동시에 사용한다는 점에 착안하여, 단일 GPU를 장착한 PC를 렌더링 서버로 사용하고 클라이언트는 현재 대중적으로 사용하는 스마트 폰과 같은 안드로이드 기반의 모바일 장비를 사용하였다. 사용자가 클라이언트 응용 프로그램을 이용하여 렌더링 요청을 하면, 서버는 GPU를 사용하여 볼륨 가시화를 수행한다. 렌더링 영상은 서버에서 JPEG나 PNG 형식으로 압축하는데, 네트워크 전송량을 감소시켜 가시화 속도를 향상시킬 수 있다. 추가적으로 사용자가 터치 스크린을 드래그 하는 경우 반응시간을 향상하기 위해, 사용자가 발생하는 일부의 이벤트를 제거하며 서버는 제거된 이벤트를 보간을 통해 보상하는 방법을 제안한다. 그 결과로 제안 시스템은 5명의 동시 사용자에 대해 GPU를 장착한 단일 상용 하드웨어로 실시간 볼륨 가시화가 가능하였다.

Keywords

Acknowledgement

Supported by : Hansung University

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