Difference between revisions of "Mipmapped Volume Rendering"
From Immersive Visualization Lab Wiki
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==Current Project Status== | ==Current Project Status== | ||
− | + | * meshing does not work correctly. check distance function and coordinate system | |
+ | * thin volume rendering: pressing texture | ||
+ | * awful image quality.. | ||
==TODO== | ==TODO== | ||
− | + | ||
− | + | * check meshing error in the cave | |
− | + | * alpha blending | |
− | + | * image quality problem - preintegration? | |
− | + | * scaling | |
− | + | * 16 bit support | |
+ | * directory selection | ||
+ | * performance check | ||
+ | |||
+ | |||
+ | ===Multi volume support=== | ||
+ | * For now, it can load multiple volumes but the algorithm used here is very simple: overlaying two rendered images. | ||
+ | * Chih's work hasn't been integrated. I also have an idea about the correct multi volume rendering equation. | ||
+ | |||
+ | === Downsampler === | ||
+ | * Downsampler has lots of problems and I'd like to completely rewrite the program. | ||
+ | * OpenGL API will accelerate this process. | ||
+ | * Thin volume support | ||
+ | |||
+ | === Renderer === | ||
+ | * Removing padding | ||
+ | |||
+ | === Transfer Function === | ||
+ | * 1D transfer function | ||
+ | |||
+ | ===Optimization=== | ||
+ | * 3D Texture compression? | ||
+ | * Progressive refinement | ||
+ | |||
+ | === Test Set === | ||
+ | * Collect a set of volume so I can always check after major modification of the code | ||
+ | |||
+ | === Software Release === | ||
+ | * find an easy workflow minimizing editing | ||
+ | * script | ||
+ | * qmake | ||
+ | |||
+ | ===Tiled Display=== | ||
+ | * works with CGLX but without any optimization | ||
+ | * StarCAVE | ||
+ | * Varrier | ||
+ | |||
+ | == Long Term Goal == | ||
+ | * integrate with deskvox | ||
+ | * integrate with my multi-dimensional transfer function |
Latest revision as of 13:59, 27 October 2009
Contents |
Current Project Status
- meshing does not work correctly. check distance function and coordinate system
- thin volume rendering: pressing texture
- awful image quality..
TODO
- check meshing error in the cave
- alpha blending
- image quality problem - preintegration?
- scaling
- 16 bit support
- directory selection
- performance check
Multi volume support
- For now, it can load multiple volumes but the algorithm used here is very simple: overlaying two rendered images.
- Chih's work hasn't been integrated. I also have an idea about the correct multi volume rendering equation.
Downsampler
- Downsampler has lots of problems and I'd like to completely rewrite the program.
- OpenGL API will accelerate this process.
- Thin volume support
Renderer
- Removing padding
Transfer Function
- 1D transfer function
Optimization
- 3D Texture compression?
- Progressive refinement
Test Set
- Collect a set of volume so I can always check after major modification of the code
Software Release
- find an easy workflow minimizing editing
- script
- qmake
Tiled Display
- works with CGLX but without any optimization
- StarCAVE
- Varrier
Long Term Goal
- integrate with deskvox
- integrate with my multi-dimensional transfer function