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Revision 780 -
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Thu Apr 7 22:38:42 2011 UTC (9 years, 9 months ago) by glk
File size: 4084 byte(s)
Thu Apr 7 22:38:42 2011 UTC (9 years, 9 months ago) by glk
File size: 4084 byte(s)
correct place to set transp = 0.0
// vr-lite-cam // // simple volume renderer, now with a single directional light, // Phong shading, and the new camera. // // The main thing missing from this is a more general // transfer function //string dataFile = "../data/txs-pad3.nrrd"; //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 = 480; //int imgResV = 345; //real rayStep = 0.1; //real valOpacMin = 0.20; // highest value with opacity 0.0 //real valOpacMax = 0.25; // lowest value with opacity 1.0 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 real camDist = |camAt - camEye|; real camVspNear = camDist + camNear; real camVspFar = camDist + camFar; vec3 camN = normalize(camAt - camEye); vec3 camU = normalize(camN × camUp); vec3 camV = camN × camU; real camVmax = tan(camFOV*3.1415926536/360.0)*camDist; real camUmax = camVmax*real(imgResU)/real(imgResV); // HEY (BUG): these: // vec3 lightVspDir = [1.0, -0.0, 0.0]; // vec3 lightVspDir = [1.0, 0.0, -0.0]; // work okay but this: // vec3 lightVspDir = [1.0, 0.0, 0.0]; // does not: // uncaught exception Fail [Fail: E_Slice] // raised at simplify/eval.sml:266.57 // raised at simplify/eval.sml:183.33-183.47 vec3 lightVspDir = [0.9, -1.0, -2.5]; vec3 lightDir = normalize(lightVspDir[0]*camU + lightVspDir[1]*camV + lightVspDir[2]*camN); real phongKa = 0.05; real phongKd = 0.80; real phongKs = 0.20; real phongSp = 30.0; image(3)[] img = load (dataFile); //field#4(3)[] F = img ⊛ bspln5; field#2(3)[] F = img ⊛ bspln3; //field#1(3)[] F = img ⊛ ctmr; //field#0(3)[] F = img ⊛ tent; strand RayCast (int ui, int vi) { real rayU = lerp(-camUmax, camUmax, -0.5, real(ui), real(imgResU)-0.5); real rayV = lerp(-camVmax, camVmax, -0.5, real(vi), real(imgResV)-0.5); vec3 rayVec = (camDist*camN + rayU*camU + rayV*camV)/camDist; vec3 rayDir = normalize(rayVec); real rayN = camVspNear; // ########## BEGIN per-ray initialization real transp = 1.0; real gray = 0.0; output vec4 rgba = [0.0, 0.0, 0.0, 0.0]; // ########## END per-ray initialization update { vec3 rayPos = camEye + rayN*rayVec; if (inside (rayPos,F)) { // ########## BEGIN per-sample code real val = F@rayPos; vec3 grad = ∇F@rayPos; // (here as easy target for optimization) vec3 norm = normalize(-∇F@rayPos); if (val > valOpacMin) { // we have some opacity real opac = min(1.0, lerp(0.0, 1.0, valOpacMin, val, valOpacMax)); real ld = norm • lightDir; real hd = norm • normalize(lightDir + normalize(camEye - rayPos)); real mat = ( phongKa + phongKd*(ld if ld > 0.0 else 0.0) + phongKs*(pow(hd, phongSp) if hd > 0.0 else 0.0)); gray = gray + transp*opac*mat; transp = transp*(1.0 - opac); } // ########## END per-sample code } if (transp < 0.01) { // early ray termination transp = 0.0; rgba = [gray, gray, gray, 1.0-transp]; /* FIXME */ stabilize; } if (t > 40.0) { rgba = [gray, gray, gray, 1.0-transp]; /* FIXME */ stabilize; } t = t + stepSz; } stabilize { // rgba = [gray, gray, gray, 1.0-transp]; } } initially [ RayCast(ui, vi) | vi in 0..(imgResV-1), ui in 0..(imgResU-1) ];
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