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[diderot] Diff of /trunk/test/vr-phong.diderot
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Diff of /trunk/test/vr-phong.diderot

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revision 49, Tue Apr 13 23:16:22 2010 UTC revision 1116, Thu May 5 04:49:02 2011 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 vec<3> lightDir;  input vec3 lightDir;
12  input vec<3> lightCol;  input vec3 lightRGB;
13  input vec<3> eye;               // location of eye point  input vec3 eye;               // location of eye point
14  input vec<3> orig;              // location of pixel (0,0)  input vec3 orig;              // location of pixel (0,0)
15  input vec<3> cVec;              // vector between pixels horizontally  input vec3 cVec;              // vector between pixels horizontally
16  input vec<3> rVec;              // vector between pixels vertically  input vec3 rVec;              // vector between pixels vertically
17  input real pka;  input real ka;
18  input real pkd;  input real kd;
19  input real pks;  input real ks;
20  input real psh;  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#0<4>[1] txf = convolve (tent, load("txf-rgba.nrrd"));  
   
 actor RayCast (int row, int col)  
26  {  {
27      vec<3>      pos = orig + row*rVec + col*cVec;      vec3        pos = orig + real(row)*rVec + real(col)*cVec;
28      vec<3>      dir = pos - eye/|pos - eye|;      vec3        dir = normalize(pos - eye);
29      real        t = 0.0;      real        t = 0.0;
30      vec<3>      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)) {
36             real val = F@pos;             real val = F@pos;
37             vec<3> grad = (D F)@pos;             vec3 norm = normalize(-∇F@pos);
38             vec<3> norm = grad/|grad|;             vec3 halfDir = normalize(lightDir - dir);
39             vec<3> half = lightDir - dir/|lightDir - dir|;             vec4 matRGBA = txf@val;
40             vec<4> matRGBA = txf@val;             vec3 matRGB = [matRGBA[0],matRGBA[1],matRGBA[2]];
41             vec<3> matRGB = (matRGBA[0],matRGBA[1],matRGBA[2]);             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;
44             // hey the per-component multiplication is in matRGB*lightRGB             rayRGB = rayRGB + rayTransp*matRGBA[3]*pntRGB;
45             vec<3> pntRGB = (ka + kd*ldotn)*matRGB*lightRGB + ks*pow(hdotn,psh)*lightRGB;             rayTransp = rayTransp*(1.0 - matRGBA[3]);
            rayRGB = rayRGB + rayTranps*matRGBA[3]*matRGB;  
            rayTransp = rayTranps*(1.0 - matRGBA[3]);  
46          }          }
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;
# Line 52  Line 50 
50          t = t + stepSz;          t = t + stepSz;
51      }      }
52    
   
53  }  }
54    
55    initially [ RayCast(r, c) | r in 0..1023, c in 0..1023 ];

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