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

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revision 704, Tue Mar 29 17:46:40 2011 UTC revision 898, Wed Apr 20 17:22:47 2011 UTC
# Line 3  Line 3 
3  // simple volume renderer, now with a single directional light,  // simple volume renderer, now with a single directional light,
4  // Phong shading, and the new camera.  // Phong shading, and the new camera.
5  //  //
6  // The main thing missing from this is a more general  // The main thing missing from this is a more general transfer function
7  // transfer function  //
8    // process output with:
9  //string dataFile = "../data/txs-pad3.nrrd";  // 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
 //vec3 camEye = [25.0, 15.0, 10.0];  
 //vec3 camAt = [3.0, 3.0, 3.0];  
 //vec3 camUp = [0.0, 0.0, 1.0];  
 //real camNear = -5.0;  
 //real camFar = 5.0;  
 //real camFOV = 18.0;  
 //int imgResU = 320;  
 //int imgResV = 240;  
 //real rayStep = 0.1;  
 //real valOpacMin = 0.20;          // highest value with opacity 0.0  
 //real valOpacMax = 0.25;          // lowest value with opacity 1.0  
10    
11  string dataFile = "../data/vfrhand-nohip.nhdr";  string dataFile = "../data/txs-pad3.nrrd";
12  vec3 camEye = [127.331, -1322.05, 272.53];  vec3 camEye = [25.0, 15.0, 10.0];
13  vec3 camAt = [63.0, 82.6536, 98.0];  vec3 camAt = [3.0, 3.0, 3.0];
14  vec3 camUp = [0.9987, 0.0459166, -0.0221267];  vec3 camUp = [0.0, 0.0, 1.0];
15  real camNear = -78.0;  real camNear = -5.0;
16  real camFar = 78.0;  real camFar = 5.0;
17  real camFOV = 5.0;  real camFOV = 16.0;
18  //int imgResU = 640;  int imgResU = 320;
19  //int imgResV = 480;  int imgResV = 240;
 int imgResU = 480;  
 int imgResV = 345;  
 //int imgResU = 320;  
 //int imgResV = 240;  
 // HEY (BUG?) do we intend to allow inconsistent redefinitions of things?  
20  real rayStep = 0.1;  real rayStep = 0.1;
21  real rayStep = 0.5;  real valOpacMin = 0.15;          // highest value with opacity 0.0
22  real valOpacMin = 400.0;        // 400.0 for skin, 1150.0 for bone  real valOpacMax = 0.20;          // lowest value with opacity 1.0
23  real valOpacMax = 700.0;        // 700.0 for skin, 1450.0 for bone  
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    //int imgResU = 480;
34    //int imgResV = 345;
35    ////int imgResU = 320;
36    ////int imgResV = 240;
37    //real rayStep = 0.1;
38    //real rayStep = 0.5;
39    //real valOpacMin = 400.0;        // 400.0 for skin, 1150.0 for bone
40    //real valOpacMax = 700.0;        // 700.0 for skin, 1450.0 for bone
41    
  // HEY: update this camera code when possible, based on eventual  
 // improvements to mip-cam.diderot  
42  real camDist = |camAt - camEye|;  real camDist = |camAt - camEye|;
43  real camVspNear = camDist + camNear;  real camVspNear = camDist + camNear;
44  real camVspFar = camDist + camFar;  real camVspFar = camDist + camFar;
45  vec3 camN = (camAt - camEye)/camDist;  vec3 camN = normalize(camAt - camEye);
46  vec3 tmp0 = cross(camN,camUp);  vec3 camU = normalize(camN × camUp);
47  vec3 camU = tmp0/|tmp0|;  vec3 camV = camN × camU;
 vec3 camV = cross(camN,camU);  
48  real camVmax = tan(camFOV*3.1415926536/360.0)*camDist;  real camVmax = tan(camFOV*3.1415926536/360.0)*camDist;
49  real camUmax = camVmax*real(imgResU)/real(imgResV);  real camUmax = camVmax*real(imgResU)/real(imgResV);
50    
51  vec3 lightVspDir = [0.9, -1.0, -2.5];  vec3 lightVspDir = [0.9, -1.0, -2.5];
52  // HEY (want) ability to access components of a vector (e.g. "vec[0]")  vec3 lightDir = normalize(lightVspDir[0]*camU + lightVspDir[1]*camV + lightVspDir[2]*camN);
53  // would make this transform to world-space less awkward; would be  vec3 lightRGB = [1.0, 1.0, 1.0];
 // lightVspDir[0]*camU + lightVspDir[1]*camV + lightVspDir[2]*camN  
 // OR, we could create and apply a view-to-world matrix transform  
 //vec3 tmp2 = lightVspDir[0]*camU + lightVspDir[1]*camV + lightVspDir[2]*camN;  
 vec3 tmp2 = (  dot(lightVspDir,[1.0,0.0,0.0])*camU  
              + dot(lightVspDir,[0.0,1.0,0.0])*camV  
              + dot(lightVspDir,[0.0,0.0,1.0])*camN);  
 vec3 lightDir = tmp2/|tmp2|;  
54    
55  real phongKa = 0.05;  real phongKa = 0.05;
56  real phongKd = 0.80;  real phongKd = 0.65;
57  real phongKs = 0.20;  real phongKs = 0.45;
58  real phongSp = 30.0;  real phongSp = 50.0;
59    
60  image(3)[] img = load (dataFile);  image(3)[] img = load (dataFile);
61  //field#4(3)[] F = img ⊛ bspln5;  //field#4(3)[] F = img ⊛ bspln5;
62  //field#2(3)[] F = img ⊛ bspln3;  field#2(3)[] F = img ⊛ bspln3;
63  field#1(3)[] F = img ⊛ ctmr;  //field#1(3)[] F = img ⊛ ctmr;
64  //field#0(3)[] F = img ⊛ tent;  //field#0(3)[] F = img ⊛ tent;
65    
66  strand RayCast (int ui, int vi)  strand RayCast (int ui, int vi)
67  {  {
68      real rayU = 2.0*camUmax*(real(ui) + 0.5)/real(imgResU) - camUmax;      real rayU = lerp(-camUmax, camUmax, -0.5, real(ui), real(imgResU)-0.5);
69      real rayV = 2.0*camVmax*(real(vi) + 0.5)/real(imgResV) - camVmax;      real rayV = lerp(-camVmax, camVmax, -0.5, real(vi), real(imgResV)-0.5);
70      vec3 rayVec = (camDist*camN + rayU*camU + rayV*camV)/camDist;      vec3 rayVec = (camDist*camN + rayU*camU + rayV*camV)/camDist;
     vec3 rayDir = rayVec/|rayVec|;  
71    
72      real rayN = camVspNear;      real rayN = camVspNear;
73      // ########## BEGIN per-ray initialization      // ########## BEGIN per-ray initialization
74      real transp = 1.0;      real rayTransp = 1.0;
75      real gray = 0.0;      vec3 rayRGB = [0.0, 0.0, 0.0];
76      output vec4 rgba = [0.0, 0.0, 0.0, 0.0];      output vec4 rgba = [0.0, 0.0, 0.0, 0.0];
77      // ##########  END  per-ray initialization      // ##########  END  per-ray initialization
78    
# Line 92  Line 82 
82         if (inside (rayPos,F)) {         if (inside (rayPos,F)) {
83            // ########## BEGIN per-sample code            // ########## BEGIN per-sample code
84            real val = F@rayPos;            real val = F@rayPos;
85            vec3 grad = ∇F@rayPos;            vec3 grad = ∇F@rayPos; // (here as easy target for optimization)
86            vec3 norm = -∇F@rayPos/|∇F@rayPos|;            vec3 norm = normalize(-∇F@rayPos);
87            if (val > valOpacMin) {  // we have some opacity            if (val > valOpacMin) {  // we have some opacity
88                real opac =                real alpha = min(1.0, lerp(0.0, 1.0, valOpacMin, val, valOpacMax));
89                   1.0 if (val > valOpacMax)                real ld = max(0.0, norm • lightDir);
90                   else (val - valOpacMin)/(valOpacMax - valOpacMin);                real hd = max(0.0, norm • normalize(lightDir + normalize(camEye - rayPos)));
91                real ld = dot(lightDir,norm);                // contrived assignment of color to position
92                real mat = (  phongKa                vec3 matRGB = [lerp(0.2, 1.0, 0.0, rayPos[0], 8.0),
93                            + phongKd*(ld if ld > 0.0 else 0.0)                               lerp(0.2, 1.0, 0.0, rayPos[1], 8.0),
94                            + phongKs*(pow(ld, phongSp) if ld > 0.0 else 0.0));                               lerp(0.2, 1.0, 0.0, rayPos[2], 8.0)];
95                gray = gray + transp*opac*mat;                vec3 pntRGB = (phongKa*matRGB
96                transp = transp*(1.0 - opac);                               + phongKd*ld*modulate(matRGB, lightRGB)
97                                 + phongKs*hd^phongSp*lightRGB);
98                  rayRGB = rayRGB + rayTransp*alpha*pntRGB;
99    
100                  rayTransp = rayTransp*(1.0 - alpha);
101            }            }
102            // ##########  END  per-sample code            // ##########  END  per-sample code
103         }         }
104         if (transp < 0.01) {  // early ray termination         if (rayTransp < 0.01) {  // early ray termination
105            rgba = [gray, gray, gray, 1.0];             rayTransp = 0.0;
106               rgba = [rayRGB[0], rayRGB[1], rayRGB[2], 1.0-rayTransp]; /* FIXME */
107            stabilize;            stabilize;
108         }         }
109         if (rayN > camVspFar) {         if (rayN > camVspFar) {
110            rgba = [gray, gray, gray, 1.0-transp];             rgba = [rayRGB[0], rayRGB[1], rayRGB[2], 1.0-rayTransp]; /* FIXME */
111            stabilize;            stabilize;
112         }         }
113         rayN = rayN + rayStep;         rayN = rayN + rayStep;
114      }      }
115    
116      /* render: output maxval */      stabilize {
117    //     rgba = [rayRGB[0], rayRGB[1], rayRGB[2], 1.0-rayTransp];
118        }
119    
120  }  }
121    
122  initially [ RayCast(ui, vi) | vi in 0..(imgResV-1), ui in 0..(imgResU-1) ];  initially [ RayCast(ui, vi) | vi in 0..(imgResV-1), ui in 0..(imgResU-1) ];

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