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glk |
693 |
// vr-lite-cam
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//
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// simple volume renderer, now with a single directional light,
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// Phong shading, and the new camera.
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//
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glk |
892 |
// The main thing missing from this is a more general transfer function
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//
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// process output with:
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glk |
915 |
// unu reshape -i mip.txt -s 4 480 345 | overrgb -i - -b 0.1 0.15 0.2 -g 1.2 -o - | unu quantize -b 8 -min 0 -max 255 -o vr-lite-cam.png
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glk |
693 |
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glk |
892 |
string dataFile = "../data/txs-pad3.nrrd";
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vec3 camEye = [25.0, 15.0, 10.0];
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vec3 camAt = [3.0, 3.0, 3.0];
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vec3 camUp = [0.0, 0.0, 1.0];
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real camNear = -5.0;
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real camFar = 5.0;
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real camFOV = 16.0;
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glk |
915 |
int imgResU = 480;
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int imgResV = 345;
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glk |
892 |
real rayStep = 0.1;
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real valOpacMin = 0.15; // highest value with opacity 0.0
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real valOpacMax = 0.20; // lowest value with opacity 1.0
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//string dataFile = "../data/vfrhand-nohip.nhdr";
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//vec3 camEye = [127.331, -1322.05, 272.53];
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//vec3 camAt = [63.0, 82.6536, 98.0];
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//vec3 camUp = [0.9987, 0.0459166, -0.0221267];
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//real camNear = -78.0;
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//real camFar = 78.0;
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//real camFOV = 5.0;
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glk |
790 |
//int imgResU = 480;
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//int imgResV = 345;
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//real rayStep = 0.1;
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glk |
892 |
//real valOpacMin = 400.0; // 400.0 for skin, 1150.0 for bone
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//real valOpacMax = 700.0; // 700.0 for skin, 1450.0 for bone
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glk |
790 |
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glk |
693 |
real camDist = |camAt - camEye|;
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real camVspNear = camDist + camNear;
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real camVspFar = camDist + camFar;
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glk |
775 |
vec3 camN = normalize(camAt - camEye);
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glk |
773 |
vec3 camU = normalize(camN × camUp);
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vec3 camV = camN × camU;
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glk |
696 |
real camVmax = tan(camFOV*3.1415926536/360.0)*camDist;
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glk |
693 |
real camUmax = camVmax*real(imgResU)/real(imgResV);
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vec3 lightVspDir = [0.9, -1.0, -2.5];
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glk |
773 |
vec3 lightDir = normalize(lightVspDir[0]*camU + lightVspDir[1]*camV + lightVspDir[2]*camN);
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glk |
892 |
vec3 lightRGB = [1.0, 1.0, 1.0];
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glk |
693 |
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real phongKa = 0.05;
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glk |
892 |
real phongKd = 0.65;
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real phongKs = 0.45;
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real phongSp = 50.0;
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glk |
693 |
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image(3)[] img = load (dataFile);
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jhr |
704 |
//field#4(3)[] F = img ⊛ bspln5;
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glk |
773 |
field#2(3)[] F = img ⊛ bspln3;
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//field#1(3)[] F = img ⊛ ctmr;
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glk |
907 |
//field#1(3)[] F = img ⊛ c1tent;
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glk |
693 |
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strand RayCast (int ui, int vi)
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{
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glk |
770 |
real rayU = lerp(-camUmax, camUmax, -0.5, real(ui), real(imgResU)-0.5);
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real rayV = lerp(-camVmax, camVmax, -0.5, real(vi), real(imgResV)-0.5);
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glk |
693 |
vec3 rayVec = (camDist*camN + rayU*camU + rayV*camV)/camDist;
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real rayN = camVspNear;
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// ########## BEGIN per-ray initialization
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glk |
892 |
real rayTransp = 1.0;
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vec3 rayRGB = [0.0, 0.0, 0.0];
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glk |
915 |
output vec4 outRGBA = [0.0, 0.0, 0.0, 0.0];
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glk |
693 |
// ########## END per-ray initialization
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update
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{
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vec3 rayPos = camEye + rayN*rayVec;
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if (inside (rayPos,F)) {
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// ########## BEGIN per-sample code
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jhr |
903 |
real val = F(rayPos);
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vec3 grad = ∇F(rayPos); // (here as easy target for optimization)
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vec3 norm = normalize(-∇F(rayPos));
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glk |
693 |
if (val > valOpacMin) { // we have some opacity
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glk |
892 |
real alpha = min(1.0, lerp(0.0, 1.0, valOpacMin, val, valOpacMax));
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real ld = max(0.0, norm • lightDir);
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real hd = max(0.0, norm • normalize(lightDir + normalize(camEye - rayPos)));
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glk |
915 |
// contrived assignment of RGB from XYZ, only sensible
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// for txs-pad3.nrrd, not for vfrhand-nohip.nhdr!!
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glk |
907 |
vec3 matRGB = [lerp(0.2, 1.0, 1.0, rayPos[0], 8.0),
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lerp(0.2, 1.0, 1.0, rayPos[1], 8.0),
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lerp(0.2, 1.0, 1.0, rayPos[2], 8.0)];
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glk |
892 |
vec3 pntRGB = (phongKa*matRGB
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+ phongKd*ld*modulate(matRGB, lightRGB)
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+ phongKs*hd^phongSp*lightRGB);
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rayRGB = rayRGB + rayTransp*alpha*pntRGB;
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rayTransp = rayTransp*(1.0 - alpha);
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glk |
693 |
}
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// ########## END per-sample code
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}
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glk |
892 |
if (rayTransp < 0.01) { // early ray termination
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rayTransp = 0.0;
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glk |
915 |
outRGBA = [rayRGB[0], rayRGB[1], rayRGB[2], 1.0-rayTransp]; /* FIXME */
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glk |
780 |
stabilize;
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glk |
693 |
}
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104 : |
jhr |
787 |
if (rayN > camVspFar) {
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glk |
915 |
outRGBA = [rayRGB[0], rayRGB[1], rayRGB[2], 1.0-rayTransp]; /* FIXME */
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glk |
780 |
stabilize;
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glk |
693 |
}
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jhr |
787 |
rayN = rayN + rayStep;
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glk |
693 |
}
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glk |
780 |
stabilize {
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glk |
915 |
// outRGBA = [rayRGB[0], rayRGB[1], rayRGB[2], 1.0-rayTransp];
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glk |
780 |
}
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glk |
693 |
}
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initially [ RayCast(ui, vi) | vi in 0..(imgResV-1), ui in 0..(imgResU-1) ];
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