// vr.diderot // // volume rendering example in Diderot // input string dataFile; // name of dataset input real stepSz; // size of steps input vec3 lightDir; input vec3 lightCol; input vec3 eye; // location of eye point input vec3 orig; // location of pixel (0,0) input vec3 cVec; // vector between pixels horizontally input vec3 rVec; // vector between pixels vertically input real pka; input real pkd; input real pks; input real psh; image(3)[] img = load (dataFile); field#1(3)[] F = convolve (bspln3, img); field#0(1)[4] txf = convolve (tent, load("txf-rgba.nrrd")); actor RayCast (int row, int col) { vec3 pos = orig + row*rVec + col*cVec; vec3 dir = (pos - eye)/|pos - eye|; real t = 0.0; vec3 rayRGB = (0.0, 0.0, 0.0); real rayTransp = 1.0; update { if (inside (pos,F)) { real val = F@pos; vec3 grad = (D F)@pos; vec3 norm = grad/|grad|; vec3 half = lightDir - dir/|lightDir - dir|; vec4 matRGBA = txf@val; vec3 matRGB = (matRGBA[0],matRGBA[1],matRGBA[2]); real ldotn = dot(lightDir,norm); real hdotn = dot(halfDir,norm); // hey the per-component multiplication is in matRGB*lightRGB vec3 pntRGB = (ka + kd*ldotn)*matRGB*lightRGB + ks*pow(hdotn,psh)*lightRGB; rayRGB = rayRGB + rayTranps*matRGBA[3]*matRGB; rayTransp = rayTranps*(1.0 - matRGBA[3]); } if (t > 1.0 || rayTransp < 0.01) // a little odd; ray terminates at length=1 stabilize; pos = pos + stepSz*dir; t = t + stepSz; } }
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The output has ended thus: ay terminates at length=1 stabilize; pos = pos + stepSz*dir; t = t + stepSz; } }