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3D visualization techniques are commonly employed in RTP. |
| These are powerful tools, and create very
pretty pictures, but a false sense of security exists because the pictures look so much
like the reality we THINK they accurately represent. Visualizations can be very
misleading, taking extreme liberties with the data, as the visualization community is well
aware. They can suppress information about the original data quality, add or lose
information, and different visualizations of the same data can disagree. |
| Powerful tool False
sense of security?
Visualization can mislead:
- Suppress orig data quality
- Add information.
- Loose information.
- Different vis can disagree.
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Does any of this matter?
Depends on impact on
overall RTP process.
To understand, we must
- Define the issues.
- Quantify / evaluate them.
Critical when trading ACCURACY for performance. |
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Whether any of this matters depends on its
impact on the overall RTP process. To understand this we must first understand what these
issues are, then find a way to quantify and evaluate them. This is critical when trading
accuracy for performance as is often the case. |
| The goal of the paper is to initiate
discussion on this problem and on possible solutions. A number of common RTP visualization
issues are analyzed in an attempt to characterize the problem, and one method of modeling
and evaluating these issues is then presented as a strawman proposal, but only the surface
is scratched. This presentation will provide some examples of these issues. |
PAPER:
- Goal: Initiate discussion
-
- Analyze critical vis issues.
-
- Modeling / Evaluation method
(strawman proposal)
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- Only surface is scratched.
TODAY:
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The examples will involve dose
visualizations from this simple 3 beam plan. The tumor is the cyan structure in the
center. The beams are rectangular with no blocks. |
| This 30% dose isosurface was generated with
a marching cubes algorithm. It clearly shows the shape of the beams. One problem with
marching cubes is that calculation time is proportional to the number of volume elements
(over 300K here). This can be slow - too slow for interactive response, such as turning a
dial interactor with the surface growing/shrinking in real-time. Thus, strong incentive
exists to reduce the dose volume complexity by spatially filtering it down into a smaller
number of elements. |
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Another problem with marching cubes is that
the surface triangle size is determined by the dose voxel size. This surface is much more
complex than necessary (over 7600 vertices) which slows down graphics performance.
Certainly, a surface simplification algorithm can now be employed, but this further adds
to the calculation time, and does so for EACH surface. If, instead, the dose volume is
reduced up front there are multiple wins. Not only does the calculation speed up, but the
dose voxels become larger, resulting in larger surface triangles and reduced surface
complexity! Further, this occurs for ALL surfaces created from that volume. Thus, there is
tremendous incentive to work with a reduced dose volume. |
| Here the dose volume has been reduced by
factor of 100. The 3 planes shown simply demonstrate the original and resulting
resolutions. |
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This shows the surface created from the
reduced volume along with the original. The surface from the reduced volume is 100X faster
to calculate, and is 1/25 as complex, resulting in a 25X speedup in graphics
interactivity. But how accurate is it? |
| Clearly, this reduced volume surface (blue
solid) is very different from the original (orange mesh). What does it really represent? |
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This can be evaluated by dropping the
reduced volume surface into the original dose volume, and mapping the dose back onto it.
This shows that this "30% surface" actually represents doses varying from 10% to
50% with VERY LITTLE of it being 30% (green)! Note, the full color range now represents
10%-50% dose, shown in the colorbar. |
| A better approach would be to apply a
surface simplification algorithm to the original dose surface, as shown here. This also
results in 1/25 the complexity for a 25X graphics speedup, but we are back to the original
slow calculation time, PLUS the additional time to simplify the surface (which, for
accurate algorithms, can be substantial). |
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Clearly, this surface (blue solid) is a
much better approximation to the original (orange mesh). How accurate is it? |
| Again mapping the original dose onto this
surface, the values now range only from 15% to 35% with MOST of it actually being 30%
(green). Note, the full color range now represents 15%-35% dose, shown in the colorbar. |
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Clearly, working with the original dose
volume and then simplifying the surface is much more accurate. The penalty is calculation
time. It will not be interactive. |
| In this demonstration, we had the luxury of
evaluating these different results. However, if a particular RTP system simply provided
one of these surfaces, how would you know what it really represented? Each would claim to
be THE 30% dose surface. One way of evaluating is to compare it with other
dose visualizations. Two possibilities are dose-structure mappings, and dose volume
histograms. We will look first at the former. |
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Here the dose has been mapped onto all
structure surfaces. Note the beam footprints exiting the lungs, and the expected high dose
at the tumor surface. This is a much simpler operation than dose surfaces, since a
calculation only occurs at each structure vertex (13K) rather than at each dose point
(300K). Thus, one is more likely to use the original dose volume for this type of
operation. If dose surfaces and dose mappings are calculated from different dose volumes,
one might see discrepancies by comparing the two. |
| The 97% dose band has been mapped onto the
tumor surface. Red is 97% or greater, blue is below 97%. Since this dividing line
represents the 97% dose transition, one would expect the 97% dose surface to intersect the
tumor volume at this same boundary. |
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As expected, the original 97% dose surface
intersection aligns very well with the dose map boundary (also at the other end which is
not shown). |
| This is the 97% dose surface from the
reduced dose volume, showing very poor alignment of the intersection at both ends. In this
type of disagreement, which would you believe? One is tempted to trust the dose mapping
since it is more likely to have utilized the original dose volume. But let's take a closer
look at what really goes on with dose mapping... |
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This shows one plane of the dose volume
along with the lung surface triangulation, to demonstrate the relative granularity. That
fine grain, high resolution dose matrix must be mapped onto those largely spaced vertices.
A substantial amount of interpolation will occur, with a corresponding loss of dose
information. |
| That doesn't stop us from creating an
arbitrary dose mapping. This 30% dose band was created by first interpolating the dose
onto the coarse vertices, and then INTERPOLATING AGAIN between vertices to find the 30%
location! How much error is introduced? Well, this should be a rectangular footprint,
since the beam was rectangular... |
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A better way is to map the dose onto a high
resolution surface, where the vertex spacing is comparable to the dose matrix grid. The
result here is the expected rectangular footprint. However, this surface is 20X more
complex, making it slower to calculate and resulting in 20X slower graphics interactivity.
This surface can't just be simplified as before, or wed be back at the previous
situation. |
| However, if the surface is simplified based
on both a geometric error AND a DATA ERROR our goal is achieved. The triangles are large
except where either the surface or its data varies rapidly. The rectangular footprint is
maintained while still reducing surface complexity by 6X, resulting in a 6X graphics
speedup. However, calculation time is further increased (significantly) for this
simplification step. This would likely preclude interactive dose mapping. |
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So again, we can have slow and accurate or
fast and inaccurate. And again, we had the luxury of evaluating these situations. But if a
particular RTP system simply provided one of these mappings, how would you know which it
was? What could be said about its accuracy? |
| Having just compared dose surfaces with
dose mappings, we now compare dose surfaces with dose volume histograms (DVH). For
example, if the DVH says that 100% of a structure receives a dose of X or greater, the X
dose surface would be expected to fully enclose that structure. |
We just looked at
dose surface vs. dose mappingNow look at
dose surface vs. DVH
If DVH says:
- 100% of struct. receives
- dose of Xor greater.
Then:
- X dose surface should
- fully enclose the struct.
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The DVH says that 100% of the tumor
receives 95% or greater dose. Thus, a 95% dose surface should fully enclose the tumor. |
| But the tumor is not fully covered by the
95% dose surface. |
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The tumor is only covered by a 91% dose
surface. Why the discrepancy? To understand this, a much simpler 2D example will be
used. |
| This is a single plane 2D study, a 5x5
dose matrix with 100% dose in center 3x3 pixels and 0% dose elsewhere. The structure
contour is the yellow line, exactly enclosing the 100% dose pixels. |
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As expected, the DVH says that 100% of the
structure receives 100% dose (bar graph shown filled in orange). |
| Now consider dose isolines in this
plane. Using pixel data as we have, where would the 0% line be? Since
everything inside this line must receive 0% or greater, it must lie at the outside
boundary. Similarly, the 100% line would lie at the 100% pixel boundaries.
What about the 50% line? Since the pixels have only 2 values, there can be only two lines,
0% and 100%. The 50% line can't lie at the 0% boundary, since everything inside is
not 50% or greater, so it must lie at the 100% boundary. In the end, EVERY line
except the 0% line would lie at the 100% boundary. Clearly this is not what we
expect to see. We are used to thinking in terms of a dose continuum which is created
by interpolation from a set of points, not pixels. |
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This shows dose POINTS instead of PIXELS,
where the dose is assumed to exist at the point in the center of each pixel, rather than
filling the pixel. |
| Arbitrary dose lines can now be generated
by interpolating between these points. The 100% line goes through 100% points, the
0% line through 0% points, and the others are interpolated in between. Our concept
of dose lines (or surfaces in 3D) is based on points, not pixels. |
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This also allows the familiar
representation of a dose continuum. Dose is seen as smoothly varying between the points
(except for the rainbow colormap banding artifact). In this display, the area
outside the perimeter dose points is assumed to be invalid since there are no points
beyond those with which to interpolate. |
| The structure contour is shown here in
yellow. The DVH, based on pixels, said it was covered by 100% dose. But the
100% dose line does not cover it. It is only completely covered by a 25% dose line,
a very large discrepancy. What if the DVH were based on dose points? Unless we
interpolate in creating the DVH, the result would not change. All points inside the
contour are still 100%. However, since we interpolated the dose lines, the same
could be done for the DVH. |
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Here, the original dose matrix has been
refined by a factor of 3 in each dimension (subsampled by interpolation). The grid
shown here no longer defines the pixel boundaries, but is instead the grid associated with
the dose points. The original dose points lie at the intersections of the grid
lines. The structure contour is shown in white. It now contains some non-100%
dose points which will be reflected in the DVH. |
| This is the DVH based on the 3x
interpolated data. 100% of the structure is now covered by only 45% dose, and only
60% of the structure receives 100% dose. |
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The dose matrix can be further refined
(interpolated), here by 10X. Clearly the structure now includes more dose points with a
wider range of non-100% values. |
| This is the DVH based on the 10x
interpolated data. 100% of the structure is now covered by only 30% dose, and only 49% of
the structure receives 100% dose. |
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This is the DVH based on 100x interpolated
data, now approaching the integral of differential dose X differential volume for a dose
continuum. 100% of the structure is now covered by only 28% dose, and only 45% of the
structure receives 100% dose. |
| The 100x interpolated DVH agrees well with
the dose lines. The 25% dose line just covers the structure. The DVH said
28%. The 100% dose line covers 45% of the structure (16 blocks out of 36
blocks). The DVH said 45%. |
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This simply shows the differences among
the DVHs based on 3x, 10x, and 100x interpolation. The pixel based DVH would be a
flat line out to right edge. |
| This example has been a single plane
study. Slice thickness did not matter. |
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Now consider extending the 5x5 dose plane
to a 5 plane study. The 3 center planes are the same as before. The two end planes
have 0% dose. Thus, we have a simple 3x3x3 volume of 100% dose, with 0% dose outside. The
structure is now defined by the 3 contours (in yellow) that each exactly bound the 3x3
100% dose pixels. |
| In any multiple plane study, each plane
represents some fraction of the volume. Here, since the planes are regularly spaced,
each represents 1/5 of the volume and the actual thickness would not really matter. |
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But the planes could be irregularly
spaced, as shown here. The middle plane might represent more of the structure
volume than the left plane, which might represent more than the right plane. |
| A common approach is to view each plane as
a slab extending halfway to the adjacent plane, as shown here for our center plane.
However, the structure "contour" now extends as a "tube" through this
slab. |
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Thus, the entire structure extends through
the 3 slabs as shown here. The contours are extruded through the volume. |
| This extrusion is essentially how the 3D
structure surface is created. It is shown here with just the center plane slabbed, clearly
extending into the volume between planes. This is very different from the 2D
situation. In 2D, the contours completely defined the structure, and did so exactly. In
3D, the structure is assumed to extend beyond those contours in the Z dimension. In
the same manner, the dose pixels now become dose voxels. |
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This is the DVH based on voxel data (bar
graph shown filled in orange). 100% of the structure receives 100% dose, as expected
since the structure boundary clearly coincides with the 100% dose voxel boundary. |
| But where would the 100% dose surface
be? As we might expect, the voxel based DVH disagrees with the 100% dose surface
which goes through the 100% dose points. Here, the structure is shown in translucent
yellow, with the 100% dose surface well inside. |
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As in 2D, the DVH can be calculated using
dose points instead of voxels. The 3D dose points are shown here. If we don't
interpolate, the DVH will be the same since the structure encloses only 100% dose points.
But, as in 2D, this matrix can be refined by interpolation. |
| Here, the 3D dose points have been refined
by 3x in each dimension. Note the new planes interpolated in Z, especially those with
values between the 0% end planes and the adjacent planes containing 100%. The
extruded structure now includes non-100% dose points from these new planes as well as
those from interpolation within the original planes (as in the 2D case), which the DVH
will now reflect. |
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This is the DVH based on the 3x
interpolation, showing the effect of including the interpolated dose points. |
| These are the DVHs based on 3x, 10x, and
100x interpolation of the dose points, with the latter approaching the dose-volume
integral. At 100x interpolation, the DVH says 100% of the structure is covered by
18% dose, and only 30% of structure receives 100% dose. |
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The 18% dose surface is shown as a wire
mesh, with the structure as a solid inside. Clearly, it just covers it, with only
the very corners of structure penetrating the surface, agreeing with the DVH. |
| The 100% dose surface is shown as a red
surface, with the structure as a wire mesh inside. By rotating this into 2
orthogonal views, the areas of the structure and dose surfaces were measured. The
100% dose surface did in fact fill 30% of the structure volume, as the DVH indicated. |
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| POINT based calcs agree. What about VOXEL calcs?
Voxel-based dose surface:
- Doable with real dose distributions.
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We have seen that DVHs and dose surfaces
can agree if both are based on dose points with substantial interpolation. What
about voxel-based calculations? Although voxel-based dose lines (or surfaces) were
degenerate in our simple example, they are quite doable with real dose distributions which
contain a wide range of values. |
| Returning to the original 3 beam plan,
this is the 30% voxel-based dose surface. These surfaces are generally more complex
than point surfaces, and require flat (not smooth) shading, both resulting in reduced
graphics interactivity. Further, they can not be simplified without losing the clean
voxel edges. More importantly, what does this really represent? A dose voxel is
included if its value is 30% or greater. For example, if two adjacent voxels are 29%
and 60%, the 60% one would be included. Thus, although this surface has been colored
to reflect 30% dose, it actually represents dose values of 30% OR GREATER. This is
very different from a point-based dose surface. |
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To see what this 30% dose voxel surface
actually represents, each voxel has been colored with its dose value. This surface
contains values ranging from 30% to 90%! Very little is 30%, which would be the
light blue color. Voxel surfaces would have to be color mapped in this manner in
order to not be misleading. |
| This 65% dose voxel surface (blown up)
actually ranges from 65% to 95%, with large discontinuities. However, to what
spatial error do these dose errors correspond? The maximum spatial error at any
point should not be greater than the size of a voxel. In XY this is usually small,
but can be substantial in Z (if planes are far apart). This is where one often sees
such discrepancies, usually at the end caps of structures. |
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This is the 65% dose point surface
together with the voxel surface (as a wire frame), turned on its side for
visibility. As expected, the spatial error is less than the voxel dimensions.
The point surface will lie between the centers of the outermost voxels and the voxels just
outside of those. |
| This is just a blow-up of the upper left
corner of the previous image, with faceted shading to show the detail. The spatial
discrepancy is always less then a voxel dimension. |
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This view shows the spatial error in Z,
normally much more pronounced. On the left, the surfaces align nearly exactly, but on the
right they disagree by 1/2 the Z thickness of the voxel. Remember, the whole reason
we got into this DVH discussion was the discrepancy between the 95% surface and the DVH;
the tumor stuck out in the end cap (Z). |
| This was the situation we started with. |
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As you might expect, a 95% dose voxel
surface DOES cover the structure. Had we used a voxel surface originally, there
would have been no disagreement. Thus, voxel-based DVHs and dose surfaces can agree
as well. |
| We have seen that DVHs and dose surfaces
can agree, as long as both are based on voxels or points. But there is more to the
story. Point based dose surfaces are created with essentially infinite
resolution. That is, dose points are interpolated to the floating point accuracy of
the machine, and those coordinates become the dose surface coordinates. With DVHs,
dose points are interpolated to a finite grid. Although a 100x interpolation
approached the dose-volume integral, it requires 100x in each dimension, or 100 cubed for
3D. This increases calculation time by a factor of 1 million! Even a 4x
interpolation results in a 64x slowdown, turning 1 second into 1 minute, or .1 seconds
into 6 seconds. As such, one is likely to use a much lower refinement for the DVH,
and thus still see disagreement with the (relatively) infinite interpolation of the dose
surfaces. |
| Similar calcs (voxel or point) can agree. But, dose surface and DVH NOT at same resolution
Dose surface interpolation:
DVH interpretation:
- 100x => 1 Million X calcs!
4x => 64 X calcs.
Thus, can still agree |
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The issue is NOT whether
Voxel or Point calcs are better.Just that they can
DISAGREE.
We might want to use:
- Voxel for DVH
- Point for dose surface.
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The issue here is not whether voxel or
point calculations are better. It is simply that they can, and often will disagree. |
| This concludes the examples, which
demonstrated three RTP visualization issues: dose surfaces, dose mappings, and DVHs. The
paper discusses others, such as volume data regularization, color mapping, handling of
missing data, and smooth vs. flat shading. |
These were simple examples of three issues:
- Dose surfaces
Dose mappings
Dose volume histograms
Paper discusses others:
- Volume data
Color maps
Missing data
Shading
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These visualizations could disagree due to:
- Raw data reduction
- Simplified geometries.
- Voxel vs. Point data
How can we know WHICH if ANY, is correct? |
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These visualizations were seen to disagree
due to raw data reduction (as with dose surfaces), use of simplified geometries (as with
dose mapping), and voxel vs. point data (as with dose surfaces vs. DVHs). In
practice, in the presence of such disagreement, how can we know which (if any) is the more
accurate representation of the true data? Unlike this presentation, we generally
will have no idea of what is going on behind the scene. |
| The point of this talk was not the details
of the examples, but rather to demonstrate that 1) there are many ways to create a given
visualization, 2) it can be very difficult to know what it really means, and as such, 3)
it can be difficult to know its impact on the RTP process. To understand this, we must
first define these issues, then find a way to quantify and evaluate them. |
Many ways to create a visualization
- Can be difficult to know what a visualization means.
- How can we know its impact on the RTP process
To understand, we must:
- Define these issues.
- Quantify and evaluate them.
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| A PROPOSED MODEL Object-oriented
approach
- Data types.
- Transformations,
- Quality Metrics.
Quality Metrics (QM).
- Error information,
non-information that is added.
information that is lost,
intrinsic value, ...
Propagate QM, data to observer. |
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In the paper, one approach to modeling and
evaluating these issues is presented as a strawman proposal. The visualization process is
modeled in an object-oriented manner, where data undergoes transformations in
visualization pipelines. The key element of this model is the Quality Metric (QM)
associated with each data type. The QM captures the intrinsic quality of the data,
including things like error information (e.g., the dose range represented by a dose
surface, or the positional error resulting from surface simplification), non-information
that is added (e.g., smooth shading a surface with very coarse triangulation), information
that is lost (e.g., reducing the dose volume, or losses due to the interaction of the
colormap with human visual perception), or the intrinsic value of a visualization (e.g.,
displaying dose as raw numbers is certainly accurate, but worthless as a visualization
tool). QMs are modified by each transformation, and thus are propagated from the raw data
to the final observer, providing a quantitative handle on the meaning of the resulting
visualization. Only the surface has been scratched, but hopefully this provides a
framework for future discussion. |
| So, in answer to What Does it
Mean? Rather than wondering, perhaps we should DEFINE what it means, clearly
specifying what these different visualizations are expected to convey, and to what level
of accuracy, with RTP systems then conforming to those specifications. |
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