public override void Do(IDemoChartControl chartControl) { // Demo volumetric binary data from resources. byte[] data = Properties.Resources.skull; // Size of data is the same in all 3 dimensions. var size = (int)Math.Round(Math.Pow(data.Length, 1d / 3d)); // Create default transfer function and customize it. var transferFunction = new DefaultTransferFunction1D( new [] { new Vector2DRef(0.2, 0.0), new Vector2DRef(0.2, 1.0), }); // Initialization of rendering technique. var rayCasting = new VolumeRayCasting { // Link to data. Several rendering techniques can use the same data. For reader we should specify link to binary data, slice size, and value axis bounds. // For dynamic updates of data you can implement your own reader, basic reader interface provide neccessary methods for updating separate data regions. // Byte, Short, Float types are supported. Reader = new ByteIntensityImage3DReader(data, size, size, new OneAxisBounds(data.Min(), data.Max())), // Geometry specify bounding box to that volume data will be fitted. Geometry can be more complex than just box. // Mostly it does nothave limits, you can specify even sphere. Geometry = new BoxVolumeGeometry { Origin = Vector3F.Zero, Size = new Vector3F(1f), }, // Interpolation type between voxels/ InterpolationType = VolumeInterpolationType.Linear, // Parameter for ray casting technique that will specify how much steps will be on a each ray. // Directly effects performance and render quality. By default it is calculated automatically. SamplingStepCount = size, // Threshold for transparent areas that will no be visible for hit testing. // 0 will increase picking performance due to item will be picked by bounding box. HitTestThreshold = 0.25f, // The same as HitTestThreshold, but for highlighting. This parameter was set just for demo purposes. HighlightThreshold = 0.25f, // Global value transparency scale. ValueScale = 0.25f, // Setup custom transfer function. TransferFunction1D = transferFunction, // Set name. Name = "Volume" }; // Setup highlight interactor. rayCasting.Interactor = new HighlightInteractor(rayCasting); // Decrease multisampling level to improve interaction experience. chartControl.Multisampling = Multisampling.Low2X; // Set chart data source. chartControl.DataSource = rayCasting; }
public override void Do(IDemoChartControl chartControl) { // Demo volumetric binary data from resources. byte[] data = Properties.Resources.skull; // Size of data is the same in all 3 dimensions. var size = (int)Math.Round(Math.Pow(data.Length, 1d / 3d)); // Very simple sphere generation algorithm. const int resolution = 50; const float r = 0.5f; var center = new Vector3F(0.5f); var vertex = new Vector3F[resolution * resolution]; int index = 0; for (var i = 0; i < resolution; i++) { // We use here inversed order due to triangle list indicies generation algorythm. // It is very important to use correct counterclockwise triangle indices generation for raycasting. for (int k = resolution - 1; k >= 0; k--) { var t = Math.PI * i / (resolution - 1); var f = Math.PI * 2 * k / (resolution - 1); vertex[index++] = new Vector3F((float)(r * Math.Sin(t) * Math.Cos(f)), (float)(r * Math.Sin(t) * Math.Sin(f)), (float)(r * Math.Cos(t))) + center; } } // Section geometry. var complexGeometry = new CustomVolumeGeometry(new VolumeMesh(vertex, vertex, GridHelper.GetStructuredTriangleListIndices(0, resolution, resolution, 1))); // Initialization of rendering technique. var rayCasting = new VolumeRayCasting { //Link to data. Several rendering techniques can use the same data. For reader we should specify link to binary data, slice size, and value axis bounds. //For dynamic updates of data you can implement your own reader, basic reader interface provide neccessary methods for updating separate data regions. //Byte, Short, Float types are supported. Reader = new ByteIntensityImage3DReader(data, size, size, new OneAxisBounds(data.Min(), data.Max())), Geometry = complexGeometry, //Interpolation type between voxels InterpolationType = VolumeInterpolationType.Linear, //Parameter for ray casting technique that will specify how much steps will be on a each ray. Directly effects performance and render quality. By default it is calculated automatically. SamplingStepCount = size, //Threshold for transparent areas that will no be visible for hit testing. 0 will increase picking performance due to item will be picked by bounding box. HitTestThreshold = 0.25f, //Global value transparency scale ValueScale = 0.5f }; // Decrease multisampling level to improve interaction experience. chartControl.Multisampling = Multisampling.Low2X; // Setup chart options. chartControl.Axes.IsAxes3DVisible = true; // Setup chart data source. chartControl.DataSource = rayCasting; }
public override void Do(IDemoChartControl chartControl) { // Demo volumetric binary data from resources. byte[] data = Properties.Resources.skull; // Size of data is the same in all 3 dimensions. var size = (int)Math.Round(Math.Pow(data.Length, 1d / 3d)); // Link to data. Several rendering techniques can use the same data. For reader we should specify link to binary data, slice size, and value axis bounds. // For dynamic updates of data you can implement your own reader, basic reader interface provide neccessary methods for updating separate data regions. // Byte, Short, Float types are supported. var reader = new ByteIntensityImage3DReader(data, size, size, new OneAxisBounds(data.Min(), data.Max())); // Geometry specify bounding box to that volume data will be fitted. Geometry can be more complex than just box. // Mostly it does nothave limits, you can specify even sphere. var geometry = new BoxVolumeGeometry { Origin = Vector3F.Zero, Size = new Vector3F(1f), }; // Initialize ray-casting. var rayCasting = new VolumeRayCasting { // Setup it's reader. We'll reuse it for section. Reader = reader, // Setup ray-casting geometry. Geometry = geometry, // Interpolation type between voxels/ InterpolationType = VolumeInterpolationType.Linear, // Parameter for ray casting technique that will specify how much steps will be on a each ray. // Directly effects performance and render quality. By default it is calculated automatically. SamplingStepCount = size, // Threshold for transparent areas that will no be visible for hit testing. // 0 will increase picking performance due to item will be picked by bounding box. HitTestThreshold = 0.25f, // The same as HitTestThreshold, but for highlighting. HighlightThreshold = 0.25f, // Global value transparency scale. ValueScale = 0.3f, // Set name. Name = "Volume", // Don't forget to enable depth-test since we want to visualize section in the ray-casting. IsDepthTestEnabled = true }; List <RenderData> renderDatas = new List <RenderData>(); void SubmitSection(float relativeLocation, int id) { // Initialize volume visual section that takes control over section presentation. var visualSection = new VolumeVisualPlaneSection { // Specify it's parent geometry as ray-casting geometry we want to cross. ParentGeometry = geometry, // Setup section plane origin. Origin = new Vector3F(relativeLocation), // Setup section plane normal. Normal = new Vector3F(1, 1, 1), OutlineThickness = 2.0f, OutlineColor = Colors.Black, IsOutlineVisible = true, FillColor = new Color4(Colors.Blue, 100), IsFillVisible = false, Name = $"Visual {id}" }; renderDatas.Add(visualSection); // Initialize volume section render data. var section = new VolumeSection { // Setup reader. Reader = reader, // Link the section geometry to it's visual section geometry. Geometry = visualSection.SectionGeometry, Name = $"Section {id}" }; renderDatas.Add(section); } // Bounding box. var boundingCube = new Cube { Size = new Vector3F(1f), Position = new Vector3F(0.5f), Color = Colors.Black, PresentationType = PrimitivePresentationType.Wireframe, Name = "Bounds" }; renderDatas.Add(boundingCube); // Add sections. SubmitSection(0.25f, 0); SubmitSection(0.5f, 1); SubmitSection(0.75f, 2); // Place ray-casting as last item to enable depth-test. renderDatas.Add(rayCasting); // Decrease multisampling level to improve interaction experience. chartControl.Multisampling = Multisampling.Low2X; chartControl.Axes.IsAxes3DVisible = true; // Set chart data source. chartControl.DataSource = renderDatas; }
public override void Do(IDemoChartControl chartControl) { // Demo volumetric binary data from resources. byte[] data = Properties.Resources.skull; // Size of data is the same in all 3 dimensions. var size = (int)Math.Round(Math.Pow(data.Length, 1d / 3d)); // Initialization of rendering technique. var rayCasting = new VolumeRayCasting { // Link to data. Several rendering techniques can use the same data. For reader we should specify link to binary data, slice size, and value axis bounds. // For dynamic updates of data you can implement your own reader, basic reader interface provide neccessary methods for updating separate data regions. // Byte, Short, Float types are supported. Reader = new ByteIntensityImage3DReader(data, size, size, new OneAxisBounds(data.Min(), data.Max())), // Geometry specify bounding box to that volume data will be fitted. Geometry can be more complex than just box. // Mostly it does nothave limits, you can specify even sphere. Geometry = new BoxVolumeGeometry { Origin = Vector3F.Zero, Size = new Vector3F(1f), }, // Interpolation type between voxels/ InterpolationType = VolumeInterpolationType.Linear, // Parameter for ray casting technique that will specify how much steps will be on a each ray. // Directly effects performance and render quality. By default it is calculated automatically. SamplingStepCount = size, // Threshold for transparent areas that will no be visible for hit testing. // 0 will increase picking performance due to item will be picked by bounding box. HitTestThreshold = 0.25f, // Global value transparency scale. ValueScale = 0.5f, // Setup depth enabled flag. IsDepthTestEnabled = true, // Set name. Name = "Volume" }; // Inscribed opaque objects. var cube1 = new Cube { Color = Colors.DarkBlue, Size = new Vector3F(0.4f), Position = new Vector3F(0.25f), Name = "Cube 1" }; var cube2 = new Cube { Color = Colors.DarkGreen, Size = new Vector3F(0.4f), Position = new Vector3F(0.75f), Name = "Cube 2" }; var sphere = new Sphere { Color = Colors.DarkRed, Radius = 0.2f, Position = new Vector3F(0.5f), Name = "Sphere" }; // Decrease multisampling level to improve interaction experience. chartControl.Multisampling = Multisampling.Low2X; // Set chart data source. Note: ray-casting with enabled depth-test must be last in the list. chartControl.DataSource = new RenderData[] { cube1, cube2, sphere, rayCasting }; }