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[diderot] Annotation of /branches/pure-cfg/test/vr-lite-cam.diderot
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Annotation of /branches/pure-cfg/test/vr-lite-cam.diderot

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Revision 892 - (view) (download)

1 : glk 693 // vr-lite-cam
2 :     //
3 :     // simple volume renderer, now with a single directional light,
4 :     // Phong shading, and the new camera.
5 :     //
6 : glk 892 // The main thing missing from this is a more general transfer function
7 :     //
8 :     // process output with:
9 :     // unu reshape -i mip.txt -s 4 320 240 | overrgb -i - -b 0.1 0.15 0.2 -o - | unu quantize -b 8 -min 0 -max 255 -o vr-lite-cam.png
10 : glk 693
11 : glk 892 string dataFile = "../data/txs-pad3.nrrd";
12 :     vec3 camEye = [25.0, 15.0, 10.0];
13 :     vec3 camAt = [3.0, 3.0, 3.0];
14 :     vec3 camUp = [0.0, 0.0, 1.0];
15 :     real camNear = -5.0;
16 :     real camFar = 5.0;
17 :     real camFOV = 16.0;
18 :     int imgResU = 320;
19 :     int imgResV = 240;
20 :     real rayStep = 0.1;
21 :     real valOpacMin = 0.15; // highest value with opacity 0.0
22 :     real valOpacMax = 0.20; // lowest value with opacity 1.0
23 :    
24 :     //string dataFile = "../data/vfrhand-nohip.nhdr";
25 :     //vec3 camEye = [127.331, -1322.05, 272.53];
26 :     //vec3 camAt = [63.0, 82.6536, 98.0];
27 :     //vec3 camUp = [0.9987, 0.0459166, -0.0221267];
28 :     //real camNear = -78.0;
29 :     //real camFar = 78.0;
30 :     //real camFOV = 5.0;
31 :     ////int imgResU = 640;
32 :     ////int imgResV = 480;
33 : glk 790 //int imgResU = 480;
34 :     //int imgResV = 345;
35 : glk 892 ////int imgResU = 320;
36 :     ////int imgResV = 240;
37 :     //// HEY (BUG?) do we intend to allow inconsistent redefinitions of things?
38 : glk 790 //real rayStep = 0.1;
39 : glk 892 //real rayStep = 0.5;
40 :     //real valOpacMin = 400.0; // 400.0 for skin, 1150.0 for bone
41 :     //real valOpacMax = 700.0; // 700.0 for skin, 1450.0 for bone
42 : glk 790
43 : glk 693 real camDist = |camAt - camEye|;
44 :     real camVspNear = camDist + camNear;
45 :     real camVspFar = camDist + camFar;
46 : glk 775 vec3 camN = normalize(camAt - camEye);
47 : glk 773 vec3 camU = normalize(camN × camUp);
48 :     vec3 camV = camN × camU;
49 : glk 696 real camVmax = tan(camFOV*3.1415926536/360.0)*camDist;
50 : glk 693 real camUmax = camVmax*real(imgResU)/real(imgResV);
51 :    
52 :     vec3 lightVspDir = [0.9, -1.0, -2.5];
53 : glk 773 vec3 lightDir = normalize(lightVspDir[0]*camU + lightVspDir[1]*camV + lightVspDir[2]*camN);
54 : glk 892 vec3 lightRGB = [1.0, 1.0, 1.0];
55 : glk 693
56 :     real phongKa = 0.05;
57 : glk 892 real phongKd = 0.65;
58 :     real phongKs = 0.45;
59 :     real phongSp = 50.0;
60 : glk 693
61 :     image(3)[] img = load (dataFile);
62 : jhr 704 //field#4(3)[] F = img ⊛ bspln5;
63 : glk 773 field#2(3)[] F = img ⊛ bspln3;
64 :     //field#1(3)[] F = img ⊛ ctmr;
65 : glk 693 //field#0(3)[] F = img ⊛ tent;
66 :    
67 :     strand RayCast (int ui, int vi)
68 :     {
69 : glk 770 real rayU = lerp(-camUmax, camUmax, -0.5, real(ui), real(imgResU)-0.5);
70 :     real rayV = lerp(-camVmax, camVmax, -0.5, real(vi), real(imgResV)-0.5);
71 : glk 693 vec3 rayVec = (camDist*camN + rayU*camU + rayV*camV)/camDist;
72 :    
73 :     real rayN = camVspNear;
74 :     // ########## BEGIN per-ray initialization
75 : glk 892 real rayTransp = 1.0;
76 :     vec3 rayRGB = [0.0, 0.0, 0.0];
77 : glk 693 output vec4 rgba = [0.0, 0.0, 0.0, 0.0];
78 :     // ########## END per-ray initialization
79 :    
80 :     update
81 :     {
82 :     vec3 rayPos = camEye + rayN*rayVec;
83 :     if (inside (rayPos,F)) {
84 :     // ########## BEGIN per-sample code
85 :     real val = F@rayPos;
86 : glk 773 vec3 grad = ∇F@rayPos; // (here as easy target for optimization)
87 : jhr 765 vec3 norm = normalize(-∇F@rayPos);
88 : glk 693 if (val > valOpacMin) { // we have some opacity
89 : glk 892 real alpha = min(1.0, lerp(0.0, 1.0, valOpacMin, val, valOpacMax));
90 :     real ld = max(0.0, norm • lightDir);
91 :     real hd = max(0.0, norm • normalize(lightDir + normalize(camEye - rayPos)));
92 :     // contrived assignment of color to position
93 :     vec3 matRGB = [lerp(0.2, 1.0, 0.0, rayPos[0], 8.0),
94 :     lerp(0.2, 1.0, 0.0, rayPos[1], 8.0),
95 :     lerp(0.2, 1.0, 0.0, rayPos[2], 8.0)];
96 :     vec3 pntRGB = (phongKa*matRGB
97 :     + phongKd*ld*modulate(matRGB, lightRGB)
98 :     + phongKs*hd^phongSp*lightRGB);
99 :     rayRGB = rayRGB + rayTransp*alpha*pntRGB;
100 :    
101 :     rayTransp = rayTransp*(1.0 - alpha);
102 : glk 693 }
103 :     // ########## END per-sample code
104 :     }
105 : glk 892 if (rayTransp < 0.01) { // early ray termination
106 :     rayTransp = 0.0;
107 :     rgba = [rayRGB[0], rayRGB[1], rayRGB[2], 1.0-rayTransp]; /* FIXME */
108 : glk 780 stabilize;
109 : glk 693 }
110 : jhr 787 if (rayN > camVspFar) {
111 : glk 892 rgba = [rayRGB[0], rayRGB[1], rayRGB[2], 1.0-rayTransp]; /* FIXME */
112 : glk 780 stabilize;
113 : glk 693 }
114 : jhr 787 rayN = rayN + rayStep;
115 : glk 693 }
116 :    
117 : glk 780 stabilize {
118 : glk 892 // rgba = [rayRGB[0], rayRGB[1], rayRGB[2], 1.0-rayTransp];
119 : glk 780 }
120 :    
121 : glk 693 }
122 :    
123 :     initially [ RayCast(ui, vi) | vi in 0..(imgResV-1), ui in 0..(imgResU-1) ];

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