我有:
我想使用ThreeJS对这些数据进行体绘制(MIP,RayCasting等)。是否有一些着色器/演示?
我应该直接在着色器级别或javascript中工作吗?
非常感谢任何提示/代码示例, 最好
答案 0 :(得分:3)
医学影像(DICOM,Nifti,现在支持NRRD)使用AMI / THREEJS在webGL中进行光线投射体积渲染
答案 1 :(得分:2)
是否有可用的着色器/演示?
Leandro R Barbagallo撰写了关于WebGL中体积渲染的an in-depth blog post。
答案 2 :(得分:1)
WAVE Client Renderer是一个基于Three.js的图书馆,用于通过光线投射进行体绘制。
GPU加速体积光线投射通常采用多遍渲染。
着色器的第一遍非常简单。它绘制了光线位于立方体背面的位置的纹理坐标(在物体坐标处)。
您可以在下面找到带有ejs模板的GLSL着色器的示例。
firstPass.frag
precision mediump int;
precision mediump float;
varying vec4 backColor;
void main(void)
{
gl_FragColor = backColor;
}
<强> firstPass.vert 强>
precision mediump int;
precision mediump float;
attribute vec4 vertColor;
varying vec4 backColor;
varying vec4 pos;
void main(void)
{
backColor = vertColor;
pos = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
gl_Position = pos;
}
第二遍执行数据的实际采样和最终图像的可视化。
secondPass.vert
precision mediump int;
precision mediump float;
attribute vec4 vertColor;
varying vec4 backColor;
varying vec4 pos;
void main(void)
{
backColor = vertColor;
pos = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
gl_Position = pos;
}
secondPass.frag
#ifdef GL_FRAGMENT_PRECISION_HIGH
// highp is supported
precision highp int;
precision highp float;
#else
// high is not supported
precision mediump int;
precision mediump float;
#endif
varying vec4 frontColor;
varying vec4 pos;
uniform sampler2D uBackCoord;
uniform sampler2D uTransferFunction;
uniform sampler2D uSliceMaps[<%= maxTexturesNumber %>];
uniform float uNumberOfSlices;
uniform float uMinGrayVal;
uniform float uMaxGrayVal;
uniform float uOpacityVal;
uniform float uColorVal;
uniform float uAbsorptionModeIndex;
uniform float uSlicesOverX;
uniform float uSlicesOverY;
uniform float uSteps;
// uniform int uAvailable_textures_number;
//Acts like a texture3D using Z slices and trilinear filtering.
float getVolumeValue(vec3 volpos)
{
float s1Original, s2Original, s1, s2;
float dx1, dy1;
// float dx2, dy2;
// float value;
vec2 texpos1,texpos2;
float slicesPerSprite = uSlicesOverX * uSlicesOverY;
s1Original = floor(volpos.z*uNumberOfSlices);
// s2Original = min(s1Original + 1.0, uNumberOfSlices);
int tex1Index = int(floor(s1Original / slicesPerSprite));
// int tex2Index = int(floor(s2Original / slicesPerSprite));
s1 = mod(s1Original, slicesPerSprite);
// s2 = mod(s2Original, slicesPerSprite);
dx1 = fract(s1/uSlicesOverX);
dy1 = floor(s1/uSlicesOverY)/uSlicesOverY;
// dx2 = fract(s2/uSlicesOverX);
// dy2 = floor(s2/uSlicesOverY)/uSlicesOverY;
texpos1.x = dx1+(volpos.x/uSlicesOverX);
texpos1.y = dy1+(volpos.y/uSlicesOverY);
// texpos2.x = dx2+(volpos.x/uSlicesOverX);
// texpos2.y = dy2+(volpos.y/uSlicesOverY);
float value1 = 0.0, value2 = 0.0;
// bool value1Set = false, value2Set = false;
// int numberOfSlicemaps = int( ceil(uNumberOfSlices / (uSlicesOverX * uSlicesOverY)) );
<% for(var i=0; i < maxTexturesNumber; i++) { %>
if( tex1Index == <%=i%> )
{
value1 = texture2D(uSliceMaps[<%=i%>],texpos1).x;
}
<% if( i < maxTexturesNumber-1 ) { %>
else
<% } %>
<% } %>
return value1;
// for (int x = 0; x < gl_MaxTextureImageUnits-2; x++)
// {
// if(x == numberOfSlicemaps)
// {
// break;
// }
// if(x == tex1Index) {
// value1 = texture2D(uSliceMaps[x],texpos1).x;
// value1Set = true;
// }
// if(x == tex2Index) {
// value2 = texture2D(uSliceMaps[x],texpos2).x;
// value2Set = true;
// }
// if(value1Set && value2Set) {
// break;
// }
// }
// return mix(value1, value2, fract(volpos.z*uNumberOfSlices));
}
void main(void)
{
vec2 texC = ((pos.xy/pos.w) + 1.0) / 2.0;
vec4 backColor = texture2D(uBackCoord,texC);
vec3 dir = backColor.rgb - frontColor.rgb;
//dir /= length(dir);
vec4 vpos = frontColor;
// vec3 Step = dir/uSteps;
vec3 Step = dir/uSteps;
vec4 accum = vec4(0, 0, 0, 0);
vec4 sample = vec4(0.0, 0.0, 0.0, 0.0);
vec4 colorValue = vec4(0, 0, 0, 0);
float biggest_gray_value = 0.0;
float opacityFactor = uOpacityVal;
float lightFactor = uColorVal;
// const 4095 - just example of big number
// It because expression i > uSteps impossible
for(float i = 0.0; i < 4095.0; i+=1.0)
{
// It because expression i > uSteps impossible
if(i == uSteps) {
break;
}
float gray_val = getVolumeValue(vpos.xyz);
if(gray_val < uMinGrayVal || gray_val > uMaxGrayVal) {
colorValue = vec4(0.0);
} else {
if(biggest_gray_value < gray_val) {
biggest_gray_value = gray_val;
}
if(uAbsorptionModeIndex == 0.0)
{
vec2 tf_pos;
tf_pos.x = (gray_val - uMinGrayVal) / (uMaxGrayVal - uMinGrayVal);
tf_pos.y = 0.5;
colorValue = texture2D(uTransferFunction,tf_pos);
//colorValue = vec4(tf_pos.x, tf_pos.x, tf_pos.x, 1.0);
sample.a = colorValue.a * opacityFactor;
sample.rgb = colorValue.rgb * uColorVal;
accum += sample;
if(accum.a>=1.0)
break;
}
if(uAbsorptionModeIndex == 1.0)
{
vec2 tf_pos;
tf_pos.x = (gray_val - uMinGrayVal) / (uMaxGrayVal - uMinGrayVal);
tf_pos.y = 0.5;
colorValue = texture2D(uTransferFunction,tf_pos);
//colorValue = vec4(tf_pos.x, tf_pos.x, tf_pos.x, 1.0);
sample.a = colorValue.a * opacityFactor * (1.0 / uSteps);
sample.rgb = (1.0 - accum.a) * colorValue.rgb * sample.a * lightFactor;
accum += sample;
if(accum.a>=1.0)
break;
}
if(uAbsorptionModeIndex == 2.0)
{
vec2 tf_pos;
tf_pos.x = (biggest_gray_value - uMinGrayVal) / (uMaxGrayVal - uMinGrayVal);
tf_pos.y = 0.5;
colorValue = texture2D(uTransferFunction,tf_pos);
//colorValue = vec4(tf_pos.x, tf_pos.x, tf_pos.x, 1.0);
sample.a = colorValue.a * opacityFactor;
sample.rgb = colorValue.rgb * uColorVal;
accum = sample;
}
}
//advance the current position
vpos.xyz += Step;
//break if the position is greater than <1, 1, 1>
if(vpos.x > 1.0 || vpos.y > 1.0 || vpos.z > 1.0 || vpos.x < 0.0 || vpos.y < 0.0 || vpos.z < 0.0)
{
break;
}
}
gl_FragColor = accum;
}