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Tue May 17 15:50:45 2011 UTC (8 years, 2 months ago) by jhr
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	<title>Simple VR example in Diderot</title>
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<div class="logo"><img src="images/logo2-504x216.png" alt="The Diderot Project" width="504" height="216"></div>

<h3>A simple volume renderer in Diderot</h3>

<p>
The following code is a simple diffuse-only volume rendering with head-light
written in Diderot.
It uses an opacity function that varies linearly between two values.
This example illustrates the use of probing both a field and its gradient.
</p>
<div align="center">
<div align="left" class="code-display"><span class="code-type">input</span> <span class="code-type">string</span> dataFile;    <span class="code-comment">// name of dataset</span>
<span class="code-type">input</span> <span class="code-type">real</span> stepSz = 0.1;  <span class="code-comment">// size of steps</span>
<span class="code-type">input</span> <span class="code-type">vec3</span> eye;           <span class="code-comment">// location of eye point</span>
<span class="code-type">input</span> <span class="code-type">vec3</span> orig;          <span class="code-comment">// location of pixel (0,0)</span>
<span class="code-type">input</span> <span class="code-type">vec3</span> cVec;          <span class="code-comment">// vector between pixels horizontally</span>
<span class="code-type">input</span> <span class="code-type">vec3</span> rVec;          <span class="code-comment">// vector between pixels vertically</span>
<span class="code-type">input</span> <span class="code-type">real</span> valOpacMin;    <span class="code-comment">// highest value with opacity 0.0</span>
<span class="code-type">input</span> <span class="code-type">real</span> valOpacMax;    <span class="code-comment">// lowest value with opacity 1.0 </span>

<span class="code-type">image(3)[]</span> img = load (dataFile);
<span class="code-type">field#1(3)[]</span> F = img ⊛ bspln3;

<span class="code-kw">strand</span> RayCast (<span class="code-type">int</span> row, <span class="code-type">int</span> col)
{
    <span class="code-type">vec3</span> pos = orig + <span class="code-type">real</span>(row)*rVec + <span class="code-type">real</span>(col)*cVec;
    <span class="code-type">vec3</span> dir = (pos - eye)/|pos - eye|;
    <span class="code-type">real</span> t = 0.0;
    <span class="code-type">real</span> transp = 1.0;
    <span class="code-type">real</span> gray = 0.0;
    <span class="code-type">output</span> <span class="code-type">vec4</span>	rgba = [0.0, 0.0, 0.0, 0.0];

    <span class="code-kw">update</span> {
        pos = pos + stepSz*dir;
        <span class="code-kw">if</span> (inside (pos,F)) {
            <span class="code-type">real</span> val = F(pos);
            <span class="code-type">vec3</span> grad = ∇F(pos);
            <span class="code-type">vec3</span> norm = -grad / |grad|;
            <span class="code-kw">if</span> (val > valOpacMin) {  <span class="code-comment">// we have some opacity </span>
                <span class="code-type">real</span> opac =
			1.0 <span class="code-kw">if</span> (val > valOpacMax)
			<span class="code-kw">else</span> (val - valOpacMin)/(valOpacMax - valOpacMin);
                gray = gray + transp*opac*max(0.0, dot(-dir,norm));
                transp = transp*(1.0 - opac);
            }
        }
        <span class="code-kw">if</span> (transp < 0.01) {  <span class="code-comment">// early ray termination</span>
            transp = 0.0;
            <span class="code-kw">stabilize</span>;
        }
        <span class="code-kw">if</span> (t > 40.0) {
            <span class="code-kw">stabilize</span>;
        }
        t = t + stepSz;
    }

     <span class="code-kw">stabilize</span> {
        rgba = [gray, gray, gray, 1.0-transp];
     }

}

<span class="code-kw">initially</span> [ RayCast(r, c) | r in 0..199, c in 0..199 ];
</div>
</div>

<hr />
Last modified: May 17, 2010.
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root@smlnj-gforge.cs.uchicago.edu
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