Fixed mismatch between coordinates indices (rather min/max values thereof)

This commit is contained in:
Martin Opat 2025-01-11 13:26:05 +01:00
parent 4971d693fd
commit b151e70167
3 changed files with 27 additions and 16 deletions

View File

@ -22,7 +22,8 @@ __global__ void raycastKernel(float* volumeData, FrameBuffer framebuffer) {
float accumG = 0.0f; float accumG = 0.0f;
float accumB = 0.0f; float accumB = 0.0f;
float accumA = 1.0f; float accumA = 1.0f;
// Initialize random state
// Initialize random state for ray scattering
curandState randState; curandState randState;
curand_init(1234, px + py * IMAGE_WIDTH, 0, &randState); curand_init(1234, px + py * IMAGE_WIDTH, 0, &randState);

View File

@ -22,8 +22,8 @@ __device__ float sampleVolumeTrilinear(float* volumeData, const int volW, const
int iz = (int)floorf(fz); int iz = (int)floorf(fz);
// Clamp indices to valid range // Clamp indices to valid range
int ix1 = min(ix + 1, volW - 1); int ix1 = min(ix + 1, volH - 1);
int iy1 = min(iy + 1, volH - 1); int iy1 = min(iy + 1, volW - 1);
int iz1 = min(iz + 1, volD - 1); int iz1 = min(iz + 1, volD - 1);
ix = max(ix, 0); ix = max(ix, 0);
iy = max(iy, 0); iy = max(iy, 0);
@ -96,11 +96,12 @@ __device__ float4 transferFunction(float density, const Vec3& grad, const Point3
// TODO: Add a way to pick stops here // TODO: Add a way to pick stops here
Color3 baseColor = colorMap(normDensity, d_stopsPythonLike, lenStopsPythonLike); Color3 baseColor = colorMap(normDensity, d_stopsPythonLike, lenStopsPythonLike);
// TODO: Add a way to pick different function for alpha
float alpha = opacityFromGradient(grad); float alpha = opacityFromGradient(grad);
// alpha = 0.1f; alpha = 0.1f;
alpha = opacitySigmoid(normDensity); alpha = opacitySigmoid(normDensity);
float alphaSample = density * alpha; // TODO: Decide whether to keep alpha here or not
float alphaSample = density * alpha;
// --------------------------- Shading --------------------------- // --------------------------- Shading ---------------------------
// Apply Phong // Apply Phong
@ -114,11 +115,12 @@ __device__ float4 transferFunction(float density, const Vec3& grad, const Point3
result.x = shadedColor.x * alphaSample; result.x = shadedColor.x * alphaSample;
result.y = shadedColor.y * alphaSample; result.y = shadedColor.y * alphaSample;
result.z = shadedColor.z * alphaSample; result.z = shadedColor.z * alphaSample;
result.w = alpha; // TODO: Again, decide if alpha here is correct or not result.w = alpha;
// --------------------------- Silhouettes --------------------------- // --------------------------- Silhouettes ---------------------------
// TODO: This is the black silhouette, technically if we are doing alpha based on gradient then it's kind of redundant (?) ... but could also be used for even more pronounced edges // TODO: This is the black silhouette, technically if we are doing alpha based on gradient then it's kind of redundant (?) ... but could also be used for even more pronounced edges
if (grad.length() > epsilon && fabs(grad.normalize().dot(viewDir)) < 0.2f) { // TODO: Add a way to adjust the treshold (0.2f atm)
if (grad.length() > epsilon && fabs(grad.normalize().dot(viewDir.normalize())) < 0.2f) {
result.x = 0.0f; result.x = 0.0f;
result.y = 0.0f; result.y = 0.0f;
result.z = 0.0f; result.z = 0.0f;

View File

@ -10,19 +10,27 @@ __device__ Vec3 computeGradient(float* volumeData, const int volW, const int vol
// Normal should point from higher to lower intensities // Normal should point from higher to lower intensities
int xm = max(x - 1, 0); int xm = max(x - 1, 0);
int xp = min(x + 1, volW - 1); int xp = min(x + 1, volH - 1);
int ym = max(y - 1, 0); int ym = max(y - 1, 0);
int yp = min(y + 1, volH - 1); int yp = min(y + 1, volW - 1);
int zm = max(z - 1, 0); int zm = max(z - 1, 0);
int zp = min(z + 1, volD - 1); int zp = min(z + 1, volD - 1);
// Note: Assuming data is linearized (idx = z*w*h + y*w + x) TODO: Unlinearize if data not linear // Note: Assuming data is linearized (idx = z*w*h + y*w + x) TODO: Unlinearize if data not linear
float gx = volumeData[z * volW * volH + y * volW + xp] // float gx = volumeData[z * volW * volH + y * volW + xp]
- volumeData[z * volW * volH + y * volW + xm]; // - volumeData[z * volW * volH + y * volW + xm];
float gy = volumeData[z * volW * volH + yp * volW + x ] // float gy = volumeData[z * volW * volH + yp * volW + x ]
- volumeData[z * volW * volH + ym * volW + x ]; // - volumeData[z * volW * volH + ym * volW + x ];
float gz = volumeData[zp * volW * volH + y * volW + x ] // float gz = volumeData[zp * volW * volH + y * volW + x ]
- volumeData[zm * volW * volH + y * volW + x ]; // - volumeData[zm * volW * volH + y * volW + x ];
// Note: Assuming data is linearized (idx = z * W * H + x * W + y;) TODO: Unlinearize if data not linear
float gx = volumeData[z * volW * volH + x * volW + xp]
- volumeData[z * volW * volH + x * volW + xm];
float gy = volumeData[z * volW * volH + y * volW + yp]
- volumeData[z * volW * volH + y * volW + ym];
float gz = volumeData[zp * volW * volH + x * volW + y ]
- volumeData[zm * volW * volH + x * volW + y ];
return Vec3::init(gx, gy, gz); return Vec3::init(gx, gy, gz);
}; };