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[diderot] Diff of /branches/vis12-cl/test/vr-phong.diderot
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Diff of /branches/vis12-cl/test/vr-phong.diderot

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trunk/test/vr-phong.diderot revision 104, Tue Jun 1 16:04:19 2010 UTC branches/vis12/test/vr-phong.diderot revision 1685, Sun Jan 22 15:23:36 2012 UTC
# Line 1  Line 1 
1  // vr.diderot  // vr-phong.diderot
2  //  //
3  // volume rendering example in Diderot  // volume rendering example in Diderot
4  //  //
5    
6  input string dataFile;          // name of dataset  //input string dataFile;                // name of dataset
7    //input string txfFile;         // name of transfer-function file
8    string dataFile = "../data/txs.nrrd";
9    string txfFile = "../data/dummy-txf-rgba.nrrd";
10  input real stepSz;              // size of steps  input real stepSz;              // size of steps
11  input vec3 lightDir;  input vec3 lightDir;
12  input vec3 lightRGB;  input vec3 lightRGB;
# Line 16  Line 19 
19  input real ks;  input real ks;
20  input real sh;  input real sh;
21    
22  image(3)[] img = load (dataFile);  field#2(3)[] F = bspln3 (*) load(dataFile);
23    field#0(1)[4] txf = tent ⊛ load(txfFile);
24    
25  //field#1(3)[] F = convolve (bspln3, img);  strand RayCast (int row, int col)
 field#2(3)[] F = convolve (bspln3, img);  
   
 field#0(1)[4] txf = convolve (tent, load("txf-rgba.nrrd"));  
   
 actor RayCast (int row, int col)  
26  {  {
     //// * : int x vec3 -> vec3  
     //// + : vec3 x vec3 -> vec3  
27      vec3        pos = orig + real(row)*rVec + real(col)*cVec;      vec3        pos = orig + real(row)*rVec + real(col)*cVec;
28      //// |()| : vec -> real      vec3        dir = normalize(pos - eye);
     //// - : vec3 x vec3 -> vec3  
     //// / : vec3 x real -> vec3  
     vec3        dir = (pos - eye)/|pos - eye|;  
29      real        t = 0.0;      real        t = 0.0;
30      vec3        rayRGB = [0.0, 0.0, 0.0];      output vec3 rayRGB = [0.0, 0.0, 0.0];
31      real        rayTransp = 1.0;      real        rayTransp = 1.0;
32    
33      update      update
34      {      {
35          if (inside (pos,F)) {          if (inside (pos,F)) {
            //// @ : field x vec3 -> real  
36             real val = F@pos;             real val = F@pos;
37             //// D : field -> field             vec3 norm = normalize(-∇F@pos);
38             vec3 grad = (D F)@pos;             vec3 halfDir = normalize(lightDir - dir);
39             vec3 norm = grad/|grad|;             vec4 matRGBA = txf@val;
            vec3 halfDir = (lightDir - dir)/|lightDir - dir|;  
            vec4 matRGBA = txf@[val];  
40             vec3 matRGB = [matRGBA[0],matRGBA[1],matRGBA[2]];             vec3 matRGB = [matRGBA[0],matRGBA[1],matRGBA[2]];
41             //// dot : vec3 x vec3 -> real             real ldotn = lightDir • norm;
42             real ldotn = dot(lightDir, norm);             real hdotn = halfDir • norm;
43             real hdotn = dot(halfDir, norm);             vec3 pntRGB = (ka + kd*ldotn)*modulate(matRGB,lightRGB) + ks*hdotn^sh*lightRGB;
            // hey the per-component multiplication is in matRGB*lightRGB  
            //// * : real x vec3 -> vec3  
            //// modulate : vec3 x vec3 -> vec3  
            //// + : vec3 x vec3 -> vec3  
            //// pow : real x real -> real  
            vec3 pntRGB = (ka + kd*ldotn)*modulate(matRGB,lightRGB) + ks*pow(hdotn,sh)*lightRGB;  
44             rayRGB = rayRGB + rayTransp*matRGBA[3]*pntRGB;             rayRGB = rayRGB + rayTransp*matRGBA[3]*pntRGB;
            //// * : real x real -> real  
            //// - : real x real -> real  
45             rayTransp = rayTransp*(1.0 - matRGBA[3]);             rayTransp = rayTransp*(1.0 - matRGBA[3]);
46          }          }
         //// > : real x real -> bool  
         //// < : real x real -> bool  
         //// || : bool x bool -> bool  
47          if (t > 1.0 || rayTransp < 0.01) // a little odd; ray terminates at length=1          if (t > 1.0 || rayTransp < 0.01) // a little odd; ray terminates at length=1
48              stabilize;              stabilize;
49          pos = pos + stepSz*dir;          pos = pos + stepSz*dir;

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  Added in v.1685

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