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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 827, Sat Apr 16 00:40:34 2011 UTC revision 907, Thu Apr 21 17:51:26 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    // 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    
11    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/txs-pad3.nrrd";  //string dataFile = "../data/vfrhand-nohip.nhdr";
25  //vec3 camEye = [25.0, 15.0, 10.0];  //vec3 camEye = [127.331, -1322.05, 272.53];
26  //vec3 camAt = [3.0, 3.0, 3.0];  //vec3 camAt = [63.0, 82.6536, 98.0];
27  //vec3 camUp = [0.0, 0.0, 1.0];  //vec3 camUp = [0.9987, 0.0459166, -0.0221267];
28  //real camNear = -5.0;  //real camNear = -78.0;
29  //real camFar = 5.0;  //real camFar = 78.0;
30  //real camFOV = 18.0;  //real camFOV = 5.0;
31    ////int imgResU = 640;
32    ////int imgResV = 480;
33  //int imgResU = 480;  //int imgResU = 480;
34  //int imgResV = 345;  //int imgResV = 345;
35    ////int imgResU = 320;
36    ////int imgResV = 240;
37  //real rayStep = 0.1;  //real rayStep = 0.1;
38  //real valOpacMin = 0.20;          // highest value with opacity 0.0  //real rayStep = 0.5;
39  //real valOpacMax = 0.25;          // lowest value with opacity 1.0  //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
 string dataFile = "../data/vfrhand-nohip.nhdr";  
 vec3 camEye = [127.331, -1322.05, 272.53];  
 vec3 camAt = [63.0, 82.6536, 98.0];  
 vec3 camUp = [0.9987, 0.0459166, -0.0221267];  
 real camNear = -78.0;  
 real camFar = 78.0;  
 real camFOV = 5.0;  
 //int imgResU = 640;  
 //int imgResV = 480;  
 int imgResU = 480;  
 int imgResV = 345;  
 //int imgResU = 320;  
 //int imgResV = 240;  
 // HEY (BUG?) do we intend to allow inconsistent redefinitions of things?  
 real rayStep = 0.1;  
 real rayStep = 0.5;  
 real valOpacMin = 400.0;        // 400.0 for skin, 1150.0 for bone  
 real valOpacMax = 700.0;        // 700.0 for skin, 1450.0 for bone  
41    
42  real camDist = |camAt - camEye|;  real camDist = |camAt - camEye|;
43  real camVspNear = camDist + camNear;  real camVspNear = camDist + camNear;
# Line 49  Line 50 
50    
51  vec3 lightVspDir = [0.9, -1.0, -2.5];  vec3 lightVspDir = [0.9, -1.0, -2.5];
52  vec3 lightDir = normalize(lightVspDir[0]*camU + lightVspDir[1]*camV + lightVspDir[2]*camN);  vec3 lightDir = normalize(lightVspDir[0]*camU + lightVspDir[1]*camV + lightVspDir[2]*camN);
53    vec3 lightRGB = [1.0, 1.0, 1.0];
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#1(3)[] F = img ⊛ c1tent;
65    
66  strand RayCast (int ui, int vi)  strand RayCast (int ui, int vi)
67  {  {
68      real rayU = lerp(-camUmax, camUmax, -0.5, real(ui), real(imgResU)-0.5);      real rayU = lerp(-camUmax, camUmax, -0.5, real(ui), real(imgResU)-0.5);
69      real rayV = lerp(-camVmax, camVmax, -0.5, real(vi), real(imgResV)-0.5);      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 = normalize(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 80  Line 81 
81         vec3 rayPos = camEye + rayN*rayVec;         vec3 rayPos = camEye + rayN*rayVec;
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; // (here as easy target for optimization)            vec3 grad = ∇F(rayPos); // (here as easy target for optimization)
86            vec3 norm = normalize(-∇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 = min(1.0, lerp(0.0, 1.0, valOpacMin, val, valOpacMax));                real alpha = min(1.0, lerp(0.0, 1.0, valOpacMin, val, valOpacMax));
89                real ld = norm • lightDir;                real ld = max(0.0, norm • lightDir);
90                real hd = norm • normalize(lightDir + normalize(camEye - rayPos));                real hd = max(0.0, norm • normalize(lightDir + normalize(camEye - rayPos)));
91                real mat = (  phongKa                // contrived assignment of RGB from XYZ
92                            + phongKd*(ld if ld > 0.0 else 0.0)                vec3 matRGB = [lerp(0.2, 1.0, 1.0, rayPos[0], 8.0),
93                            + phongKs*(hd^phongSp if hd > 0.0 else 0.0));                               lerp(0.2, 1.0, 1.0, rayPos[1], 8.0),
94                gray = gray + transp*opac*mat;                               lerp(0.2, 1.0, 1.0, rayPos[2], 8.0)];
95                transp = transp*(1.0 - opac);                vec3 pntRGB = (phongKa*matRGB
96                                 + phongKd*ld*modulate(matRGB, lightRGB)
97                                 + phongKs*hd^phongSp*lightRGB);
98                  rayRGB = rayRGB + rayTransp*alpha*pntRGB;
99                  rayTransp = rayTransp*(1.0 - alpha);
100            }            }
101            // ##########  END  per-sample code            // ##########  END  per-sample code
102         }         }
103         if (transp < 0.01) {  // early ray termination         if (rayTransp < 0.01) {  // early ray termination
104             transp = 0.0;             rayTransp = 0.0;
105             rgba = [gray, gray, gray, 1.0-transp]; /* FIXME */             rgba = [rayRGB[0], rayRGB[1], rayRGB[2], 1.0-rayTransp]; /* FIXME */
106             stabilize;             stabilize;
107         }         }
108         if (rayN > camVspFar) {         if (rayN > camVspFar) {
109             rgba = [gray, gray, gray, 1.0-transp]; /* FIXME */             rgba = [rayRGB[0], rayRGB[1], rayRGB[2], 1.0-rayTransp]; /* FIXME */
110             stabilize;             stabilize;
111         }         }
112         rayN = rayN + rayStep;         rayN = rayN + rayStep;
113      }      }
114    
115      stabilize {      stabilize {
116  //     rgba = [gray, gray, gray, 1.0-transp];  //     rgba = [rayRGB[0], rayRGB[1], rayRGB[2], 1.0-rayTransp];
117      }      }
118    
119  }  }

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