Started doing basic silhoutte shading + changed background to gray
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@ -23,6 +23,62 @@ __device__ float sampleVolumeNearest(float* volumeData, const int volW, const in
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return volumeData[idx];
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return volumeData[idx];
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}
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}
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// tri-linear interpolation - ready if necessary (but no visible improvement for full volume)
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__device__ float sampleVolumeTrilinear(float* volumeData, const int volW, const int volH, const int volD, float fx, float fy, float fz) {
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int ix = (int)fx;
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int iy = (int)fy;
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int iz = (int)fz;
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float dx = fx - ix;
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float dy = fy - iy;
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float dz = fz - iz;
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float c00 = sampleVolumeNearest(volumeData, volW, volH, volD, ix, iy, iz) * (1.0f - dx) + sampleVolumeNearest(volumeData, volW, volH, volD, ix + 1, iy, iz) * dx;
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float c10 = sampleVolumeNearest(volumeData, volW, volH, volD, ix, iy + 1, iz) * (1.0f - dx) + sampleVolumeNearest(volumeData, volW, volH, volD, ix + 1, iy + 1, iz) * dx;
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float c01 = sampleVolumeNearest(volumeData, volW, volH, volD, ix, iy, iz + 1) * (1.0f - dx) + sampleVolumeNearest(volumeData, volW, volH, volD, ix + 1, iy, iz + 1) * dx;
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float c11 = sampleVolumeNearest(volumeData, volW, volH, volD, ix, iy + 1, iz + 1) * (1.0f - dx) + sampleVolumeNearest(volumeData, volW, volH, volD, ix + 1, iy + 1, iz + 1) * dx;
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float c0 = c00 * (1.0f - dy) + c10 * dy;
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float c1 = c01 * (1.0f - dy) + c11 * dy;
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return c0 * (1.0f - dz) + c1 * dz;
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}
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// Transfer function
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__device__ float4 transferFunction(float density, Vec3 grad, Point3 pos, Vec3 rayDir) {
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float4 result;
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// Basic transfer function. TODO: Move to a separate file, and then improve
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float alphaSample = density * 0.1f;
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// result.w = 1.0f - expf(-density * 0.1f);
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Color3 baseColor = Color3::init(density, 0.1f*density, 1.f - density); // TODO: Implement a proper transfer function
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Vec3 normal = -grad.normalize();
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Vec3 lightDir = (d_lightPos - pos).normalize();
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Vec3 viewDir = -rayDir.normalize();
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// Apply Phong
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Vec3 shadedColor = phongShading(normal, lightDir, viewDir, baseColor);
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// Compose
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result.x = (1.0f - alphaSample) * shadedColor.x * alphaSample;
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result.y = (1.0f - alphaSample) * shadedColor.y * alphaSample;
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result.z = (1.0f - alphaSample) * shadedColor.z * alphaSample;
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result.w = (1.0f - alphaSample) * alphaSample;
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// TODO: Add silhouette - Take gradient of volume dot with view direction (if small then this is a silhouette)
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if (grad.dot(viewDir) < epsilon / 100000.0f) {
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result.x = 0.0f;
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result.y = 0.0f;
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result.z = 0.0f;
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result.w = 1.0f;
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}
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return result;
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}
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// TODO: instead of IMAGEWIDTH and IMAGEHEIGHT this should reflect the windowSize;
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// TODO: instead of IMAGEWIDTH and IMAGEHEIGHT this should reflect the windowSize;
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__global__ void raycastKernel(float* volumeData, FrameBuffer framebuffer) {
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__global__ void raycastKernel(float* volumeData, FrameBuffer framebuffer) {
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@ -77,59 +133,56 @@ __global__ void raycastKernel(float* volumeData, FrameBuffer framebuffer) {
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intersectAxis(d_cameraPos.y, rayDir.y, 0.0f, (float)VOLUME_HEIGHT);
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intersectAxis(d_cameraPos.y, rayDir.y, 0.0f, (float)VOLUME_HEIGHT);
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intersectAxis(d_cameraPos.z, rayDir.z, 0.0f, (float)VOLUME_DEPTH);
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intersectAxis(d_cameraPos.z, rayDir.z, 0.0f, (float)VOLUME_DEPTH);
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if (tNear > tFar) continue; // No intersectionn
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if (tNear > tFar){
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if (tNear < 0.0f) tNear = 0.0f;
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// No intersectionn
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accumR = 0.9f;
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accumG = 0.9f;
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accumB = 0.9f;
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} else {
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if (tNear < 0.0f) tNear = 0.0f;
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float colorR = 0.0f, colorG = 0.0f, colorB = 0.0f;
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float colorR = 0.0f, colorG = 0.0f, colorB = 0.0f;
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float alphaAccum = 0.0f;
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float alphaAccum = 0.0f;
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float tCurrent = tNear;
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float tCurrent = tNear;
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while (tCurrent < tFar && alphaAccum < alphaAcumLimit) {
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while (tCurrent < tFar && alphaAccum < alphaAcumLimit) {
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Point3 pos = d_cameraPos + rayDir * tCurrent;
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Point3 pos = d_cameraPos + rayDir * tCurrent;
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// Convert to volume indices
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// Convert to volume indices
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// float fx = pos.x * (VOLUME_WIDTH - 1);
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// float fx = pos.x * (VOLUME_WIDTH - 1);
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// float fy = pos.y * (VOLUME_HEIGHT - 1);
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// float fy = pos.y * (VOLUME_HEIGHT - 1);
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// float fz = pos.z * (VOLUME_DEPTH - 1);
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// float fz = pos.z * (VOLUME_DEPTH - 1);
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int ix = (int)roundf(pos.x);
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int ix = (int)roundf(pos.x);
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int iy = (int)roundf(pos.y);
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int iy = (int)roundf(pos.y);
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int iz = (int)roundf(pos.z);
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int iz = (int)roundf(pos.z);
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// Sample
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// Sample (pick appropriate method based on volume size)
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float density = sampleVolumeNearest(volumeData, VOLUME_WIDTH, VOLUME_HEIGHT, VOLUME_DEPTH, ix, iy, iz);
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float density = sampleVolumeNearest(volumeData, VOLUME_WIDTH, VOLUME_HEIGHT, VOLUME_DEPTH, ix, iy, iz);
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// float density = sampleVolumeTrilinear(volumeData, VOLUME_WIDTH, VOLUME_HEIGHT, VOLUME_DEPTH, pos.x, pos.y, pos.z);
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// Basic transfer function. TODO: Move to a separate file, and then improve
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// If density ~ 0, skip shading
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float alphaSample = density * 0.1f;
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if (density > minAllowedDensity) {
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// float alphaSample = 1.0f - expf(-density * 0.1f);
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Color3 baseColor = Color3::init(density, 0.1f*density, 1.f - density); // TODO: Implement a proper transfer function
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// If density ~ 0, skip shading
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if (density > minAllowedDensity) {
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Vec3 grad = computeGradient(volumeData, VOLUME_WIDTH, VOLUME_HEIGHT, VOLUME_DEPTH, ix, iy, iz);
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Vec3 grad = computeGradient(volumeData, VOLUME_WIDTH, VOLUME_HEIGHT, VOLUME_DEPTH, ix, iy, iz);
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Vec3 normal = -grad.normalize();
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float4 color = transferFunction(density, grad, pos, rayDir);
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colorR += color.x;
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colorG += color.y;
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colorB += color.z;
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alphaAccum += color.w;
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}
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Vec3 lightDir = (d_lightPos - pos).normalize();
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Vec3 viewDir = -rayDir.normalize();
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// Apply Phong
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tCurrent += stepSize;
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Vec3 shadedColor = phongShading(normal, lightDir, viewDir, baseColor);
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}
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// Compose
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accumR += colorR;
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colorR += (1.0f - alphaAccum) * shadedColor.x * alphaSample;
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accumG += colorG;
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colorG += (1.0f - alphaAccum) * shadedColor.y * alphaSample;
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accumB += colorB;
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colorB += (1.0f - alphaAccum) * shadedColor.z * alphaSample;
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alphaAccum += (1.0f - alphaAccum) * alphaSample;
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}
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// TODO: Add silhouette - Take gradient of volume dot with view direction (if small then this is a silhouette)
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// float leftover = 1.0f - alphaAccum;
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// TODO: Scale volume correctly
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// accumR = accumR + leftover * 0.9f;
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// accumG = accumG + leftover * 0.9f;
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tCurrent += stepSize;
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// accumB = accumB + leftover * 0.9f;
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}
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}
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accumR += colorR;
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accumG += colorG;
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accumB += colorB;
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}
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}
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// Average samples
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// Average samples
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