Difference between revisions of "Slicer3:Volume Rendering"

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*Change properties
 
*Change properties
 
*Calculate transfer functions automatically
 
*Calculate transfer functions automatically
*No performance tuning it all
+
*No performance tuning at all
*Shading  
+
*Shading
  
 
===Screenshots===
 
===Screenshots===

Revision as of 15:36, 29 August 2007

Home < Slicer3:Volume Rendering

Overview

Test the module

  • Copy the following folder from the svn repository http://www.na-mic.org/svn/Slicer3/trunk/Base/GUI/Testing/VolumeRendering to the following path <YourSlicerBuildDir>\lib\Slicer3\Modules\Packages\VolumeRendering.
  • Restart Slicer
  • Load a MRML-Scene (e. g. tutorial.xml from the Tutorial Dataset)
  • Go to the module dropdown and select VolumeRendering
  • Select "all" (if you use the tutorial dataset) as the Source Volume and click LoadNode =>The volume rendered Volume should appear.
  • Play with the transfer function etc.
  • Note: After changing a setting please click on the volume one time to load the new settings

Latest results and limitations

Description

  • Loading of MRML-Nodes is possible
  • At the moment no removing of MRML-Nodes possible
  • Change properties
  • Calculate transfer functions automatically
  • No performance tuning at all
  • Shading

Screenshots

volume rendered label map of the tutorial dataset
volume rendered label map of the tutorial dataset, shading enabled

next Tasks

  • Add a vtkSlicerNodeWidget to prototype
  • Have a closer look at vtkSlicerViewerWidget
  • MRML Scene

Goals

Volume rendering presets :

Slicer3 module interface:

  • Select from loaded volumes
  • Specify preset transfer functions or use KWWidgets tools

Slicer3 internals:

  • Correct coordinates including transforms
  • Level of detail rendering
  • Proper integration with surface rendering

Different Volume Rendering Algorithms

  • RayCast
  • 2D Texture Mapping
  • 3D Texture Mapping
  • ...

Wish List

  • 2D Transfer functions - may require specialized opengl code integrated with VTK. Talk with Gordon about latest work from Utah.
  • use glTexSubImage3D so that incremental changes to the volume can be quickly reflected