コード例 #1
0
        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;
        }
コード例 #2
0
        public override void Do(IDemoChartControl chartControl)
        {
            // Order-Independent transparency requres additional GPU resources, it should be used only when neccessary.
            // Multisample antialiasing and control resolution have significant effect to OIT performance.
            chartControl.IsOitEnabled = true;

            // Demo volumetric binary data from resources
            var 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. The reader will be used for both ray-casting for efficient memory usage.
            var reader = new ByteIntensityImage3DReader(data, size, size, new OneAxisBounds(data.Min(), data.Max()));

            // Create volume geometry object (we'll reuse it for both ray-castings for efficient memory usage).
            var geometry = new BoxVolumeGeometry
            {
                Origin = Vector3F.Zero,
                Size   = new Vector3F(1f)
            };

            float ComputeRelativeIsoValue(float relativeValue) =>
            reader.ValueRange.Min + (reader.ValueRange.Max - reader.ValueRange.Min) * relativeValue;

            VolumeIsoRayCasting CreateRayCasting(float relativeLevel, Color4 color, string name)
            {
                return(new VolumeIsoRayCasting
                {
                    // Set ray-casting data reader.
                    Reader = reader,
                    // Set ray-casting border geometry.
                    Geometry = geometry,
                    // Set value interpolation type.
                    InterpolationType = VolumeInterpolationType.Linear,
                    // Set iso-value.
                    IsoValue = ComputeRelativeIsoValue(relativeLevel),
                    // Set surface color.
                    Color = color,
                    // Set hit-test threshold value.
                    HitTestThreshold = 0.25f,
                    // Set sampling step count.
                    SamplingStepCount = 500,
                    // Set name.
                    Name = name
                });
            }

            // Create first ray-casting.
            VolumeIsoRayCasting rayCasting = CreateRayCasting(0.4f, new Color4(Colors.Red, 125), "Volume 1");

            // Create second ray-casting.
            VolumeIsoRayCasting rayCasting2 = CreateRayCasting(0.15f, new Color4(Colors.White, 125), "Volume 2");

            // Create internal cube.
            var cube = new Cube
            {
                Size     = new Vector3F(0.5f),
                Position = new Vector3F(0.5f),
                Color    = new Color4(Colors.Green, 150),
                Name     = "Cube"
            };

            // Create border cube.
            var borderCube = new Cube
            {
                Size             = new Vector3F(1f),
                Position         = new Vector3F(0.5f),
                Color            = Colors.Red,
                PresentationType = PrimitivePresentationType.Wireframe,
                Name             = "Bounds"
            };

            // Decrease multisampling level to improve interaction experience.
            chartControl.Multisampling = Multisampling.Low2X;

            // Set chart data source.
            chartControl.DataSource = new RenderData[] { rayCasting, cube, borderCube, rayCasting2 };
        }