コード例 #1
0
        private void CreateSurfaceRendering()
        {
            _contourFilter = new vtk.vtkContourFilter();
            _contourFilter.SetInput(_volumeGraphic.GetImageData());
            _contourFilter.SetValue(0, _volumeGraphic.GetRescaledLevel());

            vtkPolyDataNormals normals = new vtk.vtkPolyDataNormals();

            normals.SetInputConnection(_contourFilter.GetOutputPort());
            normals.SetFeatureAngle(60.0);

            vtkStripper stripper = new vtk.vtkStripper();

            stripper.SetInputConnection(normals.GetOutputPort());

            vtkPolyDataMapper mapper = new vtk.vtkPolyDataMapper();

            mapper.SetInputConnection(stripper.GetOutputPort());
            mapper.ScalarVisibilityOff();

            _vtkActor = new vtk.vtkActor();
            _vtkActor.SetMapper(mapper);
            _vtkActor.GetProperty().SetSpecular(.3);
            _vtkActor.GetProperty().SetSpecularPower(20);
            ApplySetting("Opacity");
            ApplySetting("Level");
        }
コード例 #2
0
ファイル: SurfaceProp.cs プロジェクト: UIKit0/ClearCanvas
		private void CreateSurfaceRendering()
		{
			_contourFilter = new vtk.vtkContourFilter();
			_contourFilter.SetInput(_volumeGraphic.GetImageData());
			_contourFilter.SetValue(0, _volumeGraphic.GetRescaledLevel());

			vtkPolyDataNormals normals = new vtk.vtkPolyDataNormals();
			normals.SetInputConnection(_contourFilter.GetOutputPort());
			normals.SetFeatureAngle(60.0);

			vtkStripper stripper = new vtk.vtkStripper();
			stripper.SetInputConnection(normals.GetOutputPort());

			vtkPolyDataMapper mapper = new vtk.vtkPolyDataMapper();
			mapper.SetInputConnection(stripper.GetOutputPort());
			mapper.ScalarVisibilityOff();

			_vtkActor = new vtk.vtkActor();
			_vtkActor.SetMapper(mapper);
			_vtkActor.GetProperty().SetSpecular(.3);
			_vtkActor.GetProperty().SetSpecularPower(20);
			ApplySetting("Opacity");
			ApplySetting("Level");
		}
コード例 #3
0
        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();
        }