Added (simple) gradient for (simple) phong illumination purposes
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#pragma once
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#pragma once
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__device__ Vec3 computeGradient(float* volData, const int d_volumeWidth, const int d_volumeHeight, const int d_volumeDepth, int x, int y, int z) {
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// Finite difference for partial derivatives.
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// For boundary voxels - clamp to the boundary.
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// Normal should point from higher to lower intensities
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int xm = max(x - 1, 0);
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int xp = min(x + 1, d_volumeWidth - 1);
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int ym = max(y - 1, 0);
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int yp = min(y + 1, d_volumeHeight - 1);
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int zm = max(z - 1, 0);
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int zp = min(z + 1, d_volumeDepth - 1);
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// Note: Assuming data is linearized (idx = z*w*h + y*w + x) TODO: Unlinearize if data not linear
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float gx = volData[z * d_volumeWidth * d_volumeHeight + y * d_volumeWidth + xp]
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- volData[z * d_volumeWidth * d_volumeHeight + y * d_volumeWidth + xm];
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float gy = volData[z * d_volumeWidth * d_volumeHeight + yp * d_volumeWidth + x ]
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- volData[z * d_volumeWidth * d_volumeHeight + ym * d_volumeWidth + x ];
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float gz = volData[zp * d_volumeWidth * d_volumeHeight + y * d_volumeWidth + x ]
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- volData[zm * d_volumeWidth * d_volumeHeight + y * d_volumeWidth + x ];
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return Vec3(gx, gy, gz);
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}
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