Difference between revisions of "Project Week 25/Next Generation GPU Volume Rendering"

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==Illustrations==
 
==Illustrations==
 
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<embedvideo service="youtube">https://www.youtube.com/watch?v=ML9_JWAz1kY</embedvideo>
  
 
==Background and References==
 
==Background and References==
 
<!-- Use this space for information that may help people better understand your project, like links to papers, source code, or data -->
 
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[https://docs.google.com/document/d/1-4Up_Shq6oFTGhwXIF5DuiXUYsdIMlAC1oK7eNHWP_o/edit#heading=h.ut6owd65r1fu Some notes about sharing GLSL code between desktop OpenGL and WebGL]
 
[https://docs.google.com/document/d/1-4Up_Shq6oFTGhwXIF5DuiXUYsdIMlAC1oK7eNHWP_o/edit#heading=h.ut6owd65r1fu Some notes about sharing GLSL code between desktop OpenGL and WebGL]

Revision as of 19:37, 8 June 2017

Home < Project Week 25 < Next Generation GPU Volume Rendering


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Key Investigators

Project Description

Objective Approach and Plan Progress and Next Steps

Develop a specification for the next generation of GPU volume processing and rendering in VTK and Slicer

The specification should support

  • Multiple input volumes for ray-casting and slice-based volume rendering
  • GPU-based volume slicing and compositing
  • Programmable volume rendering shader
  • Smart management of volumes in GPU memory
  • Possibility to run simple processing operations on the volume (e.g. Non-linear transforms)
  • Consider possible complications
    • GPU features not available / software only fallback
    • Volumes too big to for GPU memory

Compare the architectures of different existing projects where parts of the required functionality has been implemented:

Determine a sensible way to integrate all those contribution in VTK.

TODO

Illustrations

Background and References

Some notes about sharing GLSL code between desktop OpenGL and WebGL