Difference between revisions of "Project Week 25/Next Generation GPU Volume Rendering"

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==Illustrations==
 
==Illustrations==
 
3D Image Filters in WebGL2
 
3D Image Filters in WebGL2
<embedvideo service="youtube">https://www.youtube.com/watch?v=wMkuwzA7RDo&rel=0</embedvideo>
+
<embedvideo service="youtube">https://www.youtube.com/watch?v=wMkuwzA7RDo?modestbranding=1&rel=0</embedvideo>
 
Multivolume rendering and nonlinear transforms in WebGL2
 
Multivolume rendering and nonlinear transforms in WebGL2
<embedvideo service="youtube">https://www.youtube.com/watch?v=ML9_JWAz1kY&rel=0</embedvideo>
+
<embedvideo service="youtube">https://www.youtube.com/watch?v=ML9_JWAz1kY?modestbranding=1&rel=0</embedvideo>
  
 
==Background and References==
 
==Background and References==
 
<!-- Use this space for information that may help people better understand your project, like links to papers, source code, or data -->
 
<!-- Use this space for information that may help people better understand your project, like links to papers, source code, or data -->
 
[https://docs.google.com/document/d/1-4Up_Shq6oFTGhwXIF5DuiXUYsdIMlAC1oK7eNHWP_o/edit#heading=h.ut6owd65r1fu Some notes about sharing GLSL code between desktop OpenGL and WebGL]
 
[https://docs.google.com/document/d/1-4Up_Shq6oFTGhwXIF5DuiXUYsdIMlAC1oK7eNHWP_o/edit#heading=h.ut6owd65r1fu Some notes about sharing GLSL code between desktop OpenGL and WebGL]

Revision as of 19:49, 8 June 2017

Home < Project Week 25 < Next Generation GPU Volume Rendering


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Key Investigators

Project Description

Objective Approach and Plan Progress and Next Steps

Develop a specification for the next generation of GPU volume processing and rendering in VTK and Slicer

The specification should support

  • Multiple input volumes for ray-casting and slice-based volume rendering
  • GPU-based volume slicing and compositing
  • Programmable volume rendering shader
  • Smart management of volumes in GPU memory
  • Possibility to run simple processing operations on the volume (e.g. Non-linear transforms)
  • Consider possible complications
    • GPU features not available / software only fallback
    • Volumes too big to for GPU memory

Compare the architectures of different existing projects where parts of the required functionality has been implemented:

Determine a sensible way to integrate all those contribution in VTK.

TODO

Illustrations

3D Image Filters in WebGL2

Multivolume rendering and nonlinear transforms in WebGL2

Background and References

Some notes about sharing GLSL code between desktop OpenGL and WebGL