static void Main(string[] args) { string VTK_DATA_ROOT = vtk.vtkDotNetUtil.vtkGetDataRoot(); // Create the standard renderer, render window and interactor vtkRenderer ren = new vtk.vtkRenderer(); vtkRenderWindow renWin = new vtk.vtkRenderWindow(); renWin.AddRenderer(ren); vtkRenderWindowInteractor iren = new vtk.vtkRenderWindowInteractor(); iren.SetRenderWindow(renWin); // Create the reader for the data vtkStructuredPointsReader reader = new vtk.vtkStructuredPointsReader(); reader.SetFileName(VTK_DATA_ROOT + "/Data/ironProt.vtk"); // Create transfer mapping scalar value to opacity vtkPiecewiseFunction opacityTransferFunction = new vtk.vtkPiecewiseFunction(); opacityTransferFunction.AddPoint(20, 0.0); opacityTransferFunction.AddPoint(255, 0.2); // Create transfer mapping scalar value to color vtkColorTransferFunction colorTransferFunction = new vtk.vtkColorTransferFunction(); colorTransferFunction.AddRGBPoint(0.0, 0.0, 0.0, 0.0); colorTransferFunction.AddRGBPoint(64.0, 1.0, 0.0, 0.0); colorTransferFunction.AddRGBPoint(128.0, 0.0, 0.0, 1.0); colorTransferFunction.AddRGBPoint(192.0, 0.0, 1.0, 0.0); colorTransferFunction.AddRGBPoint(255.0, 0.0, 0.2, 0.0); // The property describes how the data will look vtkVolumeProperty volumeProperty = new vtk.vtkVolumeProperty(); volumeProperty.SetColor(colorTransferFunction); volumeProperty.SetScalarOpacity(opacityTransferFunction); volumeProperty.ShadeOn(); volumeProperty.SetInterpolationTypeToLinear(); // The mapper / ray cast function know how to render the data vtkVolumeRayCastCompositeFunction compositeFunction = new vtk.vtkVolumeRayCastCompositeFunction(); vtkVolumeRayCastMapper volumeMapper = new vtk.vtkVolumeRayCastMapper(); volumeMapper.SetVolumeRayCastFunction(compositeFunction); volumeMapper.SetInputConnection(reader.GetOutputPort()); // The volume holds the mapper and the property and // can be used to position/orient the volume vtkVolume volume = new vtk.vtkVolume(); volume.SetMapper(volumeMapper); volume.SetProperty(volumeProperty); ren.AddVolume(volume); ren.SetBackground(1, 1, 1); renWin.SetSize(600, 600); renWin.Render(); renWin.AddObserver((uint)EventIds.AbortCheckEvent, new vtkDotNetCallback(CheckAbort)); iren.Initialize(); renWin.Render(); iren.Start(); vtk.vtkWin32OpenGLRenderWindow win32win = vtk.vtkWin32OpenGLRenderWindow.SafeDownCast(renWin); win32win.Clean(); }
static void Main(string[] args) { string VTK_DATA_ROOT = vtk.vtkDotNetUtil.vtkGetDataRoot(); // Create the renderer, the render window, and the interactor. The // renderer draws into the render window, the interactor enables mouse- // and keyboard-based interaction with the scene. vtkRenderer aRenderer = new vtk.vtkRenderer(); vtkRenderWindow renWin = new vtk.vtkRenderWindow(); renWin.AddRenderer(aRenderer); vtkRenderWindowInteractor iren = new vtk.vtkRenderWindowInteractor(); iren.SetRenderWindow(renWin); // The following reader is used to read a series of 2D slices (images); // that compose the volume. The slice dimensions are set, and the // pixel spacing. The data Endianness must also be specified. The reader // usese the FilePrefix in combination with the slice number to construct // filenames using the format FilePrefix.%d. (In this case the FilePrefix // is the root name of the file: quarter.); vtkVolume16Reader v16 = new vtk.vtkVolume16Reader(); v16.SetDataDimensions(64, 64); v16.SetDataByteOrderToLittleEndian(); v16.SetFilePrefix(VTK_DATA_ROOT + "/Data/headsq/quarter"); v16.SetImageRange(1, 93); v16.SetDataSpacing(3.2, 3.2, 1.5); // An isosurface, or contour value of 500 is known to correspond to the // skin of the patient. Once generated, a vtkPolyDataNormals filter is // is used to create normals for smooth surface shading during rendering. // The triangle stripper is used to create triangle strips from the // isosurface these render much faster on may systems. vtkContourFilter skinExtractor = new vtk.vtkContourFilter(); skinExtractor.SetInputConnection(v16.GetOutputPort()); skinExtractor.SetValue(0, 500); vtkPolyDataNormals skinNormals = new vtk.vtkPolyDataNormals(); skinNormals.SetInputConnection(skinExtractor.GetOutputPort()); skinNormals.SetFeatureAngle(60.0); vtkStripper skinStripper = new vtk.vtkStripper(); skinStripper.SetInputConnection(skinNormals.GetOutputPort()); vtkPolyDataMapper skinMapper = new vtk.vtkPolyDataMapper(); skinMapper.SetInputConnection(skinStripper.GetOutputPort()); skinMapper.ScalarVisibilityOff(); vtkActor skin = new vtk.vtkActor(); skin.SetMapper(skinMapper); skin.GetProperty().SetDiffuseColor(1, .49, .25); skin.GetProperty().SetSpecular(.3); skin.GetProperty().SetSpecularPower(20); // An isosurface, or contour value of 1150 is known to correspond to the // skin of the patient. Once generated, a vtkPolyDataNormals filter is // is used to create normals for smooth surface shading during rendering. // The triangle stripper is used to create triangle strips from the // isosurface these render much faster on may systems. vtkContourFilter boneExtractor = new vtk.vtkContourFilter(); boneExtractor.SetInputConnection(v16.GetOutputPort()); boneExtractor.SetValue(0, 1150); vtkPolyDataNormals boneNormals = new vtk.vtkPolyDataNormals(); boneNormals.SetInputConnection(boneExtractor.GetOutputPort()); boneNormals.SetFeatureAngle(60.0); vtkStripper boneStripper = new vtk.vtkStripper(); boneStripper.SetInputConnection(boneNormals.GetOutputPort()); vtkPolyDataMapper boneMapper = new vtk.vtkPolyDataMapper(); boneMapper.SetInputConnection(boneStripper.GetOutputPort()); boneMapper.ScalarVisibilityOff(); vtkActor bone = new vtk.vtkActor(); bone.SetMapper(boneMapper); bone.GetProperty().SetDiffuseColor(1, 1, .9412); // An outline provides context around the data. vtkOutlineFilter outlineData = new vtk.vtkOutlineFilter(); outlineData.SetInputConnection(v16.GetOutputPort()); vtkPolyDataMapper mapOutline = new vtk.vtkPolyDataMapper(); mapOutline.SetInputConnection(outlineData.GetOutputPort()); vtkActor outline = new vtk.vtkActor(); outline.SetMapper(mapOutline); outline.GetProperty().SetColor(0, 0, 0); // Now we are creating three orthogonal planes passing through the // volume. Each plane uses a different texture map and therefore has // diferent coloration. // Start by creatin a black/white lookup table. vtkLookupTable bwLut = new vtk.vtkLookupTable(); bwLut.SetTableRange(0, 2000); bwLut.SetSaturationRange(0, 0); bwLut.SetHueRange(0, 0); bwLut.SetValueRange(0, 1); bwLut.Build(); // Now create a lookup table that consists of the full hue circle (from // HSV);. vtkLookupTable hueLut = new vtk.vtkLookupTable(); hueLut.SetTableRange(0, 2000); hueLut.SetHueRange(0, 1); hueLut.SetSaturationRange(1, 1); hueLut.SetValueRange(1, 1); hueLut.Build(); // Finally, create a lookup table with a single hue but having a range // in the saturation of the hue. vtkLookupTable satLut = new vtk.vtkLookupTable(); satLut.SetTableRange(0, 2000); satLut.SetHueRange(.6, .6); satLut.SetSaturationRange(0, 1); satLut.SetValueRange(1, 1); satLut.Build(); // Create the first of the three planes. The filter vtkImageMapToColors // maps the data through the corresponding lookup table created above. // The vtkImageActor is a type of vtkProp and conveniently displays an // image on a single quadrilateral plane. It does this using texture // mapping and as a result is quite fast. (Note: the input image has to // be unsigned char values, which the vtkImageMapToColors produces.); // Note also that by specifying the DisplayExtent, the pipeline // requests data of this extent and the vtkImageMapToColors only // processes a slice of data. vtkImageMapToColors saggitalColors = new vtk.vtkImageMapToColors(); saggitalColors.SetInputConnection(v16.GetOutputPort()); saggitalColors.SetLookupTable(bwLut); vtkImageActor saggital = new vtk.vtkImageActor(); saggital.SetInput(saggitalColors.GetOutput()); saggital.SetDisplayExtent(32, 32, 0, 63, 0, 92); // Create the second (axial); plane of the three planes. We use the same // approach as before except that the extent differs. vtkImageMapToColors axialColors = new vtk.vtkImageMapToColors(); axialColors.SetInputConnection(v16.GetOutputPort()); axialColors.SetLookupTable(hueLut); vtkImageActor axial = new vtk.vtkImageActor(); axial.SetInput(axialColors.GetOutput()); axial.SetDisplayExtent(0, 63, 0, 63, 46, 46); // Create the third (coronal); plane of the three planes. We use the same // approach as before except that the extent differs. vtkImageMapToColors coronalColors = new vtk.vtkImageMapToColors(); coronalColors.SetInputConnection(v16.GetOutputPort()); coronalColors.SetLookupTable(satLut); vtkImageActor coronal = new vtk.vtkImageActor(); coronal.SetInput(coronalColors.GetOutput()); coronal.SetDisplayExtent(0, 63, 32, 32, 0, 92); // It is convenient to create an initial view of the data. The FocalPoint // and Position form a vector direction. Later on (ResetCamera(); method); // this vector is used to position the camera to look at the data in // this direction. vtkCamera aCamera = new vtk.vtkCamera(); aCamera.SetViewUp(0, 0, -1); aCamera.SetPosition(0, 1, 0); aCamera.SetFocalPoint(0, 0, 0); aCamera.ComputeViewPlaneNormal(); // Actors are added to the renderer. aRenderer.AddActor(outline); aRenderer.AddActor(saggital); aRenderer.AddActor(axial); aRenderer.AddActor(coronal); //aRenderer.AddActor(axial); //aRenderer.AddActor(coronal); aRenderer.AddActor(skin); aRenderer.AddActor(bone); // Turn off bone for this example. bone.VisibilityOff(); // Set skin to semi-transparent. skin.GetProperty().SetOpacity(0.5); // An initial camera view is created. The Dolly(); method moves // the camera towards the FocalPoint, thereby enlarging the image. aRenderer.SetActiveCamera(aCamera); aRenderer.ResetCamera(); aCamera.Dolly(1.5); // Set a background color for the renderer and set the size of the // render window (expressed in pixels);. aRenderer.SetBackground(1, 1, 1); renWin.SetSize(640, 480); // Note that when camera movement occurs (as it does in the Dolly(); // method);, the clipping planes often need adjusting. Clipping planes // consist of two planes: near and far along the view direction. The // near plane clips out objects in front of the plane the far plane // clips out objects behind the plane. This way only what is drawn // between the planes is actually rendered. aRenderer.ResetCameraClippingRange(); // Interact with the data. iren.Initialize(); renWin.Render(); iren.Start(); vtk.vtkWin32OpenGLRenderWindow win32win = vtk.vtkWin32OpenGLRenderWindow.SafeDownCast(renWin); win32win.Clean(); }