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Structured volume rendering using OpenGL, trying to reproduce some past proposed illumination techniques.

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lquatrin/cpp_volume_rendering

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C++ Volume Rendering

A volume rendering application with different techniques, trying to be as similar as possible to the results from each paper. Any contribution is welcome!

Project settings


  • Developed using Visual Studio cmake extension (2017, 2019).

  • Using C++ and GLSL

  • Uses glew, freeglut/glfw and glm

  • Supported Volumes: .raw, .pvm and .syn

  • Supported Transfer Functions: 1D Piecewise linear .tf1d

  • Additional data

Implemented methods


  • 1-Pass - Ray Casting

    • Structured Single-pass GLSL Ray Casting
  • 1-Pass - Ray Casting - Cone Ground Truth (Steps)

    • Structured Single-pass Ray Casting: Directional Ambient Occlusion and Shadows with Cone Tracing
    • Ray Tracing Ground Truth
    • Implements:
      • Directional Ambient Occlusion
      • Cone Shadows
  • 1-Pass - Ray Casting - Dir. Occlusion Shading

    • Structured Single-pass Ray Casting: Directional Ambient Occlusion and Shadows with Cone Tracing
    • Leonardo Q. Campagnolo, Waldemar Celes. Interactive directional ambient occlusion and shadow computations for volume ray casting. Computers & Graphics, Volume 84, 2019, Pages 66-76, ISSN 0097-8493. doi: 10.1016/j.cag.2019.08.009.
    • Links: Elsevier
  • 1-Pass - Ray Casting - Extinction-based

    • Structured Single-pass Ray Casting: Extinction-based shading
    • Schlegel, P, Makhinya, M, Pajarola, R. Extinction-based shading and illumination in gpu volume ray-casting. IEEE Transactions on Visualization and Computer Graphics 2011 Dec;17(12):1795–1802. doi: 10.1109/TVCG.2011.198.
    • Links: IEEE
    • Missing: Ambient Occlusion with Color Bleeding
    • Summed Area Table (SAT) built with extinction coefficient (on CPU).
  • 1-Pass - Ray Casting - Voxel Cone Tracing

    • Single-GPU version implemented just for render comparison
    • Structured Single-pass Ray Casting: Voxel Cone Tracing Shadows
    • Shih, M., Rizzi, S., Insley, J.A., Uram, T.D., Vishwanath, V., Hereld, M., Papka, M.E., & Ma, K. (2016). Parallel distributed, GPU-accelerated, advanced lighting calculations for large-scale volume visualization. 2016 IEEE 6th Symposium on Large Data Analysis and Visualization (LDAV), 47-55. doi: 10.1109/LDAV.2016.7874309.
    • Links: IEEE
  • Slice-based - Directional Occlusion

    • Structured Slice-based Texture Mapping: Directional Occlusion Shading Model
    • Schott, M., Pegoraro, V., Hansen, C., Boulanger, K. and Bouatouch, K. (2009), A Directional Occlusion Shading Model for Interactive Direct Volume Rendering. Computer Graphics Forum, 28: 855-862. doi:10.1111/j.1467-8659.2009.01464.x.
    • Links: ACM

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Structured volume rendering using OpenGL, trying to reproduce some past proposed illumination techniques.

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