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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 872, Tue Apr 19 23:28:43 2011 UTC revision 892, Wed Apr 20 15:11:31 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    //// HEY (BUG?) do we intend to allow inconsistent redefinitions of things?
38  //real rayStep = 0.1;  //real rayStep = 0.1;
39  //real valOpacMin = 0.20;          // highest value with opacity 0.0  //real rayStep = 0.5;
40  //real valOpacMax = 0.25;          // lowest value with opacity 1.0  //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
 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  
42    
43  real camDist = |camAt - camEye|;  real camDist = |camAt - camEye|;
44  real camVspNear = camDist + camNear;  real camVspNear = camDist + camNear;
# Line 49  Line 51 
51    
52  vec3 lightVspDir = [0.9, -1.0, -2.5];  vec3 lightVspDir = [0.9, -1.0, -2.5];
53  vec3 lightDir = normalize(lightVspDir[0]*camU + lightVspDir[1]*camV + lightVspDir[2]*camN);  vec3 lightDir = normalize(lightVspDir[0]*camU + lightVspDir[1]*camV + lightVspDir[2]*camN);
54    vec3 lightRGB = [1.0, 1.0, 1.0];
55    
56  real phongKa = 0.05;  real phongKa = 0.05;
57  real phongKd = 0.80;  real phongKd = 0.65;
58  real phongKs = 0.20;  real phongKs = 0.45;
59  real phongSp = 30.0;  real phongSp = 50.0;
60    
61  image(3)[] img = load (dataFile);  image(3)[] img = load (dataFile);
62  //field#4(3)[] F = img ⊛ bspln5;  //field#4(3)[] F = img ⊛ bspln5;
# Line 69  Line 72 
72    
73      real rayN = camVspNear;      real rayN = camVspNear;
74      // ########## BEGIN per-ray initialization      // ########## BEGIN per-ray initialization
75      real transp = 1.0;      real rayTransp = 1.0;
76      real gray = 0.0;      vec3 rayRGB = [0.0, 0.0, 0.0];
77      output vec4 rgba = [0.0, 0.0, 0.0, 0.0];      output vec4 rgba = [0.0, 0.0, 0.0, 0.0];
78      // ##########  END  per-ray initialization      // ##########  END  per-ray initialization
79    
# Line 83  Line 86 
86            vec3 grad = ∇F@rayPos; // (here as easy target for optimization)            vec3 grad = ∇F@rayPos; // (here as easy target for optimization)
87            vec3 norm = normalize(-∇F@rayPos);            vec3 norm = normalize(-∇F@rayPos);
88            if (val > valOpacMin) {  // we have some opacity            if (val > valOpacMin) {  // we have some opacity
89                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));
90                real ld = norm • lightDir;                real ld = max(0.0, norm • lightDir);
91                real hd = norm • normalize(lightDir + normalize(camEye - rayPos));                real hd = max(0.0, norm • normalize(lightDir + normalize(camEye - rayPos)));
92                real mat = (  phongKa                // contrived assignment of color to position
93                            + phongKd*(ld if ld > 0.0 else 0.0)                vec3 matRGB = [lerp(0.2, 1.0, 0.0, rayPos[0], 8.0),
94                            + phongKs*(hd^phongSp if hd > 0.0 else 0.0));                               lerp(0.2, 1.0, 0.0, rayPos[1], 8.0),
95                gray = gray + transp*opac*mat;                               lerp(0.2, 1.0, 0.0, rayPos[2], 8.0)];
96                transp = transp*(1.0 - opac);                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            }            }
103            // ##########  END  per-sample code            // ##########  END  per-sample code
104         }         }
105         if (transp < 0.01) {  // early ray termination         if (rayTransp < 0.01) {  // early ray termination
106             transp = 0.0;             rayTransp = 0.0;
107             rgba = [gray, gray, gray, 1.0-transp]; /* FIXME */             rgba = [rayRGB[0], rayRGB[1], rayRGB[2], 1.0-rayTransp]; /* FIXME */
108             stabilize;             stabilize;
109         }         }
110         if (rayN > camVspFar) {         if (rayN > camVspFar) {
111             rgba = [gray, gray, gray, 1.0-transp]; /* FIXME */             rgba = [rayRGB[0], rayRGB[1], rayRGB[2], 1.0-rayTransp]; /* FIXME */
112             stabilize;             stabilize;
113         }         }
114         rayN = rayN + rayStep;         rayN = rayN + rayStep;
115      }      }
116    
117      stabilize {      stabilize {
118  //     rgba = [gray, gray, gray, 1.0-transp];  //     rgba = [rayRGB[0], rayRGB[1], rayRGB[2], 1.0-rayTransp];
119      }      }
120    
121  }  }

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