Difference between revisions of "Mipmapped Volume Rendering"

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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==
# Multi volume support
 
# Reimplement Pixel Buffer Object
 
# Modify downsampler with padding
 
#* the current downsampler does not pad empty data when a brick is not of a regular size. Nancy and I implemented in this way because it was easier than padding. However, this causes lots of problems from the reader part, mostly additional checking codelet whether a brick has a regular size, e.g. 128, or smaller than that. Due to the exception, we need couple more variables for boundary bricks of which size is usually smaller than the brick size. By padding, these inefficient and unnecessary data can be removed.
 
# XML format for configuration file
 
#* the current version read a special configuration format, which is not flexible and hard to understand the format. It would be good if we can reformat the configuration file with an XML schema, as we did in covise. A new format will affect downSampler*D, meshRend::loadConfigFile() and requires a new interface to pass the information between classes.
 
  
==DONE==
+
* check meshing error in the cave
# Move configuration file parsing from BrickManager class to MeshRend class (done)
+
* alpha blending
# Move duplicated code in QuadInfo and CubeInfo class to BrickInfo super class (done)
+
* image quality problem - preintegration?
# Reimplement Multi-channel support (done)
+
* 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