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glk |
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// vr-lite.diderot
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//
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// simple diffuse-only volume rendering with head-light, with an
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// opacity function that varies linearly between two values
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//
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input string dataFile; // name of dataset
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input real stepSz = 0.1; // size of steps
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input vec3 eye; // location of eye point
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input vec3 orig; // location of pixel (0,0)
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input vec3 cVec; // vector between pixels horizontally
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input vec3 rVec; // vector between pixels vertically
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input real valOpacMin; // highest value with opacity 0.0
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input real valOpacMax; // lowest value with opacity 1.0
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glk |
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// valOpacMin,Max pairs for sample datasets:
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// txs.nrrd 0.15, 0.35
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// vfrhand-nohip.nhdr, for skin: 200, 500
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// vfrhand-nohip.nhdr, for bone: 1330, 1630
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glk |
309 |
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jhr |
2636 |
image(3)[] img = image (dataFile);
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glk |
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//field#1(3)[] F = convolve (bspln3, img);
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field#2(3)[] F = img ⊛ bspln3;
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jhr |
511 |
strand RayCast (int row, int col)
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glk |
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{
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vec3 pos = orig + real(row)*rVec + real(col)*cVec;
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jhr |
1116 |
vec3 dir = normalize(pos - eye);
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glk |
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real t = 0.0;
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real transp = 1.0;
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real gray = 0.0;
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output vec4 rgba = [0.0, 0.0, 0.0, 0.0];
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update
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{
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pos = pos + stepSz*dir;
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if (inside (pos,F)) {
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jhr |
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real val = F(pos);
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vec3 norm = -normalize(∇F(pos));
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glk |
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if (val > valOpacMin) { // we have some opacity
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jhr |
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real opac = min(1.0, lerp(0.0, 1.0, valOpacMin, val, valOpacMax));
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gray = gray + transp*opac*max(0.0, -dir • norm);
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glk |
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transp = transp*(1.0 - opac);
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}
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}
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if (transp < 0.01) { // early ray termination
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transp = 0.0;
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stabilize;
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}
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if (t > 40.0) {
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stabilize;
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}
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t = t + stepSz;
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}
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glk |
315 |
stabilize {
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jhr |
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rgba = [gray, gray, gray, 1.0-transp];
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glk |
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}
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glk |
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/* render: output rgba */
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}
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initially [ RayCast(r, c) | r in 0..199, c in 0..199 ];
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