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Revision 1208 - (view) (download)
1 : | glk | 1208 | |
2 : | // vr-taxi | ||
3 : | // | ||
4 : | // volume renders test axis dataset | ||
5 : | |||
6 : | vec3 camEye = [35.1699, 30.3308, 18.77]; | ||
7 : | vec3 camAt = [5.26698, 4.74983, 4.66349]; | ||
8 : | vec3 camUp = [0.0, 0.0, 1.0]; | ||
9 : | real camNear = -2.0; | ||
10 : | real camFar = 4.0; | ||
11 : | real camFOV = 9.5; | ||
12 : | int imgResU = 320; | ||
13 : | int imgResV = 240; | ||
14 : | real rayStep = 0.1; | ||
15 : | real valOpacMin = 0.2; | ||
16 : | real valOpacMax = 0.5; | ||
17 : | vec3 backRGB = [0.8, 0.9, 1.0]; | ||
18 : | |||
19 : | real camDist = |camAt - camEye|; | ||
20 : | real camVspNear = camDist + camNear; | ||
21 : | real camVspFar = camDist + camFar; | ||
22 : | vec3 camN = normalize(camAt - camEye); | ||
23 : | vec3 camU = normalize(camN × camUp); | ||
24 : | vec3 camV = camN × camU; | ||
25 : | real camVmax = tan(camFOV*π/360.0)*camDist; | ||
26 : | real camUmax = camVmax*real(imgResU)/real(imgResV); | ||
27 : | |||
28 : | vec3 lightVspDir = [0.9, -1.0, -2.5]; | ||
29 : | vec3 lightDir = normalize(lightVspDir[0]*camU + lightVspDir[1]*camV + lightVspDir[2]*camN); | ||
30 : | vec3 lightRGB = [1.0, 0.9, 0.8]; | ||
31 : | |||
32 : | real phongKa = 0.05; | ||
33 : | real phongKd = 0.65; | ||
34 : | real phongKs = 0.45; | ||
35 : | real phongSp = 50.0; | ||
36 : | |||
37 : | field#1(3)[] F = ctmr ⊛ load("../../data/taxi.nrrd"); | ||
38 : | |||
39 : | strand RayCast (int ui, int vi) { | ||
40 : | real rayU = lerp(-camUmax, camUmax, -0.5, real(ui), real(imgResU)-0.5); | ||
41 : | real rayV = lerp(-camVmax, camVmax, -0.5, real(vi), real(imgResV)-0.5); | ||
42 : | vec3 rayVec = (camDist*camN + rayU*camU + rayV*camV)/camDist; | ||
43 : | vec3 toEye = normalize(-rayVec); | ||
44 : | |||
45 : | real rayN = camVspNear; | ||
46 : | real rayTransp = 1.0; | ||
47 : | vec3 rayRGB = [0.0, 0.0, 0.0]; | ||
48 : | output vec3 outRGB = [0.0, 0.0, 0.0]; | ||
49 : | |||
50 : | update { | ||
51 : | vec3 rayPos = camEye + rayN*rayVec; | ||
52 : | if (inside (rayPos,F)) { | ||
53 : | real val = F(rayPos); | ||
54 : | if (val > valOpacMin) { // we have some opacity | ||
55 : | vec3 grad = ∇F(rayPos); // (here as easy target for optimization) | ||
56 : | vec3 norm = normalize(-∇F(rayPos)); | ||
57 : | real alpha = min(1.0, lerp(0.0, 1.0, valOpacMin, val, valOpacMax)); | ||
58 : | real ld = max(0.0, norm • lightDir); | ||
59 : | real hd = max(0.0, norm • normalize(lightDir + toEye)); | ||
60 : | // contrived assignment of RGB from XYZ, only sensible | ||
61 : | vec3 matRGB = [lerp(0.2, 1.0, 1.0, rayPos[0], 8.0)^0.8, | ||
62 : | lerp(0.2, 1.0, 1.0, rayPos[1], 8.0)^0.8, | ||
63 : | lerp(0.2, 1.0, 1.0, rayPos[2], 8.0)^0.8]; | ||
64 : | vec3 pntRGB = (phongKa*matRGB | ||
65 : | + phongKd*ld*modulate(matRGB, lightRGB) | ||
66 : | + phongKs*hd^phongSp*lightRGB); | ||
67 : | rayRGB = rayRGB + rayTransp*alpha*pntRGB; | ||
68 : | rayTransp = rayTransp*(1.0 - alpha); | ||
69 : | } | ||
70 : | } | ||
71 : | if (rayTransp < 0.001) { // early ray termination | ||
72 : | outRGB = rayRGB; | ||
73 : | stabilize; | ||
74 : | } | ||
75 : | if (rayN > camVspFar) { | ||
76 : | outRGB = lerp(rayRGB, backRGB, rayTransp); | ||
77 : | stabilize; | ||
78 : | } | ||
79 : | rayN = rayN + rayStep; | ||
80 : | } | ||
81 : | |||
82 : | } | ||
83 : | |||
84 : | initially [ RayCast(ui, vi) | vi in 0..(imgResV-1), ui in 0..(imgResU-1) ]; |
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