Removed some old comments
This commit is contained in:
parent
1711bcf756
commit
a5c66fc6ca
|
|
@ -5,7 +5,6 @@
|
|||
#include <cmath>
|
||||
|
||||
// --------------------------- Basic Constants ---------------------------
|
||||
// TODO: Right now this corresponds to the data set resolution (i.e., voxel per block in volume), however, we can separate this to allow for higher-resolution rendering
|
||||
// const int VOLUME_WIDTH = 576; // lon
|
||||
const int VOLUME_WIDTH = 97; // lon
|
||||
// const int VOLUME_HEIGHT = 361; // lat
|
||||
|
|
@ -27,7 +26,7 @@ const float MAX_SPEED = 14.0f;
|
|||
|
||||
|
||||
// --------------------------- Raycasting Constants ---------------------------
|
||||
const int SAMPLES_PER_PIXEL = 1; // TODO: Right now uses simple variance, consider using something more advanced (e.g., some commonly-used noise map)
|
||||
const int SAMPLES_PER_PIXEL = 1;
|
||||
|
||||
const float alphaAcumLimit = 1.0f; // TODO: Idk what a good accumulation value is <--- This finally does something when using alpha in both places at least
|
||||
const float minAllowedDensity = 0.001f;
|
||||
|
|
|
|||
|
|
@ -12,8 +12,6 @@
|
|||
#include <curand_kernel.h>
|
||||
|
||||
|
||||
|
||||
|
||||
// TODO: instead of IMAGEWIDTH and IMAGEHEIGHT this should reflect the windowSize;
|
||||
__global__ void raycastKernel(float* volumeData, FrameBuffer framebuffer) {
|
||||
int px = blockIdx.x * blockDim.x + threadIdx.x;
|
||||
|
|
@ -28,7 +26,6 @@ __global__ void raycastKernel(float* volumeData, FrameBuffer framebuffer) {
|
|||
curandState randState;
|
||||
curand_init(1234, px + py * IMAGE_WIDTH, 0, &randState);
|
||||
|
||||
// Multiple samples per pixel
|
||||
// Multiple samples per pixel
|
||||
for (int s = 0; s < SAMPLES_PER_PIXEL; s++) {
|
||||
// Map to [-1, 1]
|
||||
|
|
@ -37,7 +34,6 @@ __global__ void raycastKernel(float* volumeData, FrameBuffer framebuffer) {
|
|||
float u = ((px + 0.5f + jitterU) / IMAGE_WIDTH ) * 2.0f - 1.0f;
|
||||
float v = ((py + 0.5f + jitterV) / IMAGE_HEIGHT) * 2.0f - 1.0f;
|
||||
|
||||
// TODO: Move this (and all similar transformation code) to its own separate file
|
||||
float tanHalfFov = tanf(fov * 0.5f);
|
||||
u *= tanHalfFov;
|
||||
v *= tanHalfFov;
|
||||
|
|
@ -86,7 +82,7 @@ __global__ void raycastKernel(float* volumeData, FrameBuffer framebuffer) {
|
|||
float colorR = 0.0f, colorG = 0.0f, colorB = 0.0f;
|
||||
float alphaAccum = 0.0f;
|
||||
|
||||
float t = tNear;
|
||||
float t = tNear; // Front to back
|
||||
while (t < tFar && alphaAccum < alphaAcumLimit) {
|
||||
Point3 pos = d_cameraPos + rayDir * t;
|
||||
|
||||
|
|
@ -95,23 +91,16 @@ __global__ void raycastKernel(float* volumeData, FrameBuffer framebuffer) {
|
|||
int iy = (int)roundf(pos.y);
|
||||
int iz = (int)roundf(pos.z);
|
||||
|
||||
// Sample (pick appropriate method based on volume size)
|
||||
float density = sampleVolumeNearest(volumeData, VOLUME_WIDTH, VOLUME_HEIGHT, VOLUME_DEPTH, ix, iy, iz);
|
||||
// float density = sampleVolumeTrilinear(volumeData, VOLUME_WIDTH, VOLUME_HEIGHT, VOLUME_DEPTH, pos.x, pos.y, pos.z);
|
||||
// Sample (pick appropriate method based on volume size) TODO: Add a way to pick this in GUI
|
||||
// float density = sampleVolumeNearest(volumeData, VOLUME_WIDTH, VOLUME_HEIGHT, VOLUME_DEPTH, ix, iy, iz);
|
||||
float density = sampleVolumeTrilinear(volumeData, VOLUME_WIDTH, VOLUME_HEIGHT, VOLUME_DEPTH, pos.x, pos.y, pos.z);
|
||||
|
||||
// If density ~ 0, skip shading
|
||||
if (density > minAllowedDensity) {
|
||||
Vec3 grad = computeGradient(volumeData, VOLUME_WIDTH, VOLUME_HEIGHT, VOLUME_DEPTH, ix, iy, iz);
|
||||
float4 color = transferFunction(density, grad, pos, rayDir); // This already returns the alpha-weighted color
|
||||
|
||||
// // Accumulate color, respecting current transparency
|
||||
// colorR += (1.0f - alphaAccum) * color.x * color.w;
|
||||
// colorG += (1.0f - alphaAccum) * color.y * color.w;
|
||||
// colorB += (1.0f - alphaAccum) * color.z * color.w;
|
||||
|
||||
// // Update the total accumulated alpha
|
||||
// alphaAccum += (1.0f - alphaAccum) * color.w;
|
||||
|
||||
//Accumulate color, and alpha
|
||||
colorR = (1.0f - alphaAccum) * color.x + colorR;
|
||||
colorG = (1.0f - alphaAccum) * color.y + colorG;
|
||||
colorB = (1.0f - alphaAccum) * color.z + colorB;
|
||||
|
|
@ -135,7 +124,6 @@ __global__ void raycastKernel(float* volumeData, FrameBuffer framebuffer) {
|
|||
accumR = accumR + leftover * 0.1f;
|
||||
accumG = accumG + leftover * 0.1f;
|
||||
accumB = accumB + leftover * 0.1f;
|
||||
// accumA = accumA + leftover * 0.0f; // This is set to 0.9 instead of 1.0 to be able to see where the volume is a little bit
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -148,10 +136,6 @@ __global__ void raycastKernel(float* volumeData, FrameBuffer framebuffer) {
|
|||
|
||||
// Final colour
|
||||
framebuffer.writePixel(px, py, accumR, accumG, accumB, accumA);
|
||||
// int fbIndex = (py * IMAGE_WIDTH + px) * 3;
|
||||
// framebuffer[fbIndex + 0] = (unsigned char)(fminf(accumR, 1.f) * 255);
|
||||
// framebuffer[fbIndex + 1] = (unsigned char)(fminf(accumG, 1.f) * 255);
|
||||
// framebuffer[fbIndex + 2] = (unsigned char)(fminf(accumB, 1.f) * 255);
|
||||
}
|
||||
|
||||
|
||||
|
|
|
|||
Loading…
Reference in New Issue