Difference between revisions of "Mipmapped Volume Rendering"

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(TODO)
 
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== Long Term Goal ==
 
 
 
==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==
[[HanProgressReport]]
+
 
# Reimplement Pixel Buffer Object
+
* check meshing error in the cave
# Move configuration file parsing from BrickManager class to MeshRend class
+
* alpha blending
# Move duplicated code in QuadInfo and CubeInfo class to BrickInfo super class
+
* image quality problem - preintegration?
# Reimplement Multi-channel support
+
* scaling
#* modify texture memory allocation to handle single channel
+
* 16 bit support
#* vvGLSL class
+
* 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 14:59, 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