Ray‐driven Projector
|
|
1: Bind a 3D image to the texture memory. |
|
2: Assign a specific sinogram coordinate for each thread. |
|
3: for each thread do
|
|
4: Calculate the coordinates of fan‐beam rays. |
|
5: Add the interpolated voxel values along the ray. |
|
6: Store the sum value. |
|
7: end for
|
|
Voxel‐driven Backprojector
|
|
1: Bind the sinogram to the texture memory. |
|
2: State Assign a specific voxel coordinate for each thread. |
|
3: for each thread do
|
|
4: Calculate all angular sinogram positions. |
|
5: Add sinogram values and store the sum value. |
|
6: end for
|
|