<div dir="ltr"><br><br><div class="gmail_quote"><div dir="ltr">On Fri, May 26, 2017 at 9:03 AM Alvaro Sanchez <<a href="mailto:alvaro.sanchez@kitware.com">alvaro.sanchez@kitware.com</a>> wrote:<br></div><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex"><div dir="ltr">Hi Simon,<div><br></div><div>sorry for the delay.<br><div class="gmail_extra"><br></div><div class="gmail_extra"></div></div></div><div dir="ltr"><div><div class="gmail_extra"><blockquote class="gmail_quote" style="margin:0px 0px 0px 0.8ex;border-left:1px solid rgb(204,204,204);padding-left:1ex"><div dir="ltr"><div>- Will this work as well with real number, not only integers ? Let's say an ImageSampleDistance of 1.4 ? Like it is possible for the FixedRayCastVolumeMapper.</div></div></blockquote><div><br></div></div></div></div><div dir="ltr"><div><div class="gmail_extra"><div>Yes, supports real numbers.</div></div></div></div><div dir="ltr"><div><div class="gmail_extra"><div> </div><blockquote class="gmail_quote" style="margin:0px 0px 0px 0.8ex;border-left:1px solid rgb(204,204,204);padding-left:1ex"><div dir="ltr"><div>- Will there be a mechanism that can make some use of this during interaction, like the Fixed ray cast mapper ? There are these methods called SetMinimumImageSampleDistance/SetMaximumImageSampleDistance, together used with the SetInteractiveSampleDistance they gives us a great flexibility over the tuning of the rendering during interaction. Will there be an equivalent mechanism with the GPU implementation ?</div></div></blockquote><div><br></div></div></div></div><div dir="ltr"><div><div class="gmail_extra"><div>This is not currently supported in the GPU implementation. One thing we need to review is the current</div><div>implementation of UpdateSamplingDistance, to ensure it makes use of ImageSampleDistance (xy-sampling)</div><div>as well, not only SampleDistance (ray-sampling distance). Adding a mechanism similar to that in</div><div>FixedRayCastMapper would make sense.</div></div></div></div><div dir="ltr"><div><div class="gmail_extra"><div> </div><blockquote class="gmail_quote" style="margin:0px 0px 0px 0.8ex;border-left:1px solid rgb(204,204,204);padding-left:1ex"><div dir="ltr"><div>- I always found the naming ImageSampleDistance quite confusing, shouldn't that be renamed to ImageSampling or something else to avoid confusion with the SamplingDistance ? RenderedImageSampling/FinalImageSampling vs RaySampling ?</div></div></blockquote><div><br></div></div></div></div><div dir="ltr"><div><div class="gmail_extra"><div>It is indeed confusing at first glance, it has remained like that for historical reasons I guess. It would probably</div><div>make sense to review the API of GPURayCast at some point.</div></div></div></div></blockquote><div><br></div><div>+1 for changing the name to something better, not entirely sure about ImageSampling but perhaps we can discuss other options as well. </div><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex"><div dir="ltr"><div><div class="gmail_extra"><div> </div><blockquote class="gmail_quote" style="margin:0px 0px 0px 0.8ex;border-left:1px solid rgb(204,204,204);padding-left:1ex"><div dir="ltr"><div>- The current implementation is mixing the 2 parameters, it looks like the SamplingDistance along the ray is clamped using the Minimum/MaximumImageSampleDistance right now (line 3008 of the vtkOpenGLGPUVolumeRayCastMapper.cxx). Is this intended ? <br></div></div></blockquote></div></div></div></blockquote><div><br></div><div>Yes it is intended, I do not remember all the details but there was a reason behind it (same in the old mapper). </div><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex"><div dir="ltr"><div><div class="gmail_extra"><blockquote class="gmail_quote" style="margin:0px 0px 0px 0.8ex;border-left:1px solid rgb(204,204,204);padding-left:1ex"><div dir="ltr"><div></div></div></blockquote><div><br></div></div></div></div><div dir="ltr"><div><div class="gmail_extra"><div>I could not find the line you are referring to, might be that the code is out of date. Could you look again in</div><div>the code and tell me if you still can see this?</div></div></div></div><div dir="ltr"><div><div class="gmail_extra"><div> </div><blockquote class="gmail_quote" style="margin:0px 0px 0px 0.8ex;border-left:1px solid rgb(204,204,204);padding-left:1ex"><div dir="ltr"><div>- Does that works with the jittering option enabled ?</div></div></blockquote><div><br></div></div></div></div><div dir="ltr"><div><div class="gmail_extra"><div>Yes, this should work with jittering on.</div><div><br></div><div>Cheers!</div><div> </div></div></div></div><div dir="ltr"><div><div class="gmail_extra"><br><div class="gmail_quote">On Thu, Apr 6, 2017 at 4:28 AM, Simon Esneault <span dir="ltr"><<a href="mailto:simon.esneault@gmail.com" target="_blank">simon.esneault@gmail.com</a>></span> wrote:<br><blockquote class="gmail_quote" style="margin:0px 0px 0px 0.8ex;border-left:1px solid rgb(204,204,204);padding-left:1ex"><div dir="ltr">Hello Alvaro<br><br>Thanks for your work, this looks promising !!<br>I have a few questions:<div><br>- Will this work as well with real number, not only integers ? Let's say an ImageSampleDistance of 1.4 ? Like it is possible for the FixedRayCastVolumeMapper.</div><div><br>- Will there be a mechanism that can make some use of this during interaction, like the Fixed ray cast mapper ? There are these methods called SetMinimumImageSampleDistance/SetMaximumImageSampleDistance, together used with the SetInteractiveSampleDistance they gives us a great flexibility over the tuning of the rendering during interaction. Will there be an equivalent mechanism with the GPU implementation ?</div><div><br>- I always found the naming ImageSampleDistance quite confusing, shouldn't that be renamed to ImageSampling or something else to avoid confusion with the SamplingDistance ? RenderedImageSampling/FinalImageSampling vs RaySampling ?</div><div><br>- The current implementation is mixing the 2 parameters, it looks like the SamplingDistance along the ray is clamped using the Minimum/MaximumImageSampleDistance right now (line 3008 of the vtkOpenGLGPUVolumeRayCastMapper.cxx). Is this intended ? <br><br>- Does that works with the jittering option enabled ?</div><div><br></div><div>Thanks a lot for that work, we will benefit a lot from that :)<span class="m_-4373717677632853568gmail-HOEnZb"><font color="#888888"><br><br>Simon</font></span></div></div><div class="m_-4373717677632853568gmail-HOEnZb"><div class="m_-4373717677632853568gmail-h5"><div class="gmail_extra"><br><div class="gmail_quote">2017-03-31 18:34 GMT+02:00 Alvaro Sanchez <span dir="ltr"><<a href="mailto:alvaro.sanchez@kitware.com" target="_blank">alvaro.sanchez@kitware.com</a>></span>:<br><blockquote class="gmail_quote" style="margin:0px 0px 0px 0.8ex;border-left:1px solid rgb(204,204,204);padding-left:1ex"><div dir="ltr"><div>Here is the merge request:</div><div><br></div><a href="https://gitlab.kitware.com/vtk/vtk/merge_requests/2641" target="_blank">https://gitlab.kitware.com/vtk/vtk/merge_requests/2641</a><br></div><div class="m_-4373717677632853568gmail-m_-2284420620533832336HOEnZb"><div class="m_-4373717677632853568gmail-m_-2284420620533832336h5"><div class="gmail_extra"><br><div class="gmail_quote">On Wed, Mar 8, 2017 at 11:08 AM, Alvaro Sanchez <span dir="ltr"><<a href="mailto:alvaro.sanchez@kitware.com" target="_blank">alvaro.sanchez@kitware.com</a>></span> wrote:<br><blockquote class="gmail_quote" style="margin:0px 0px 0px 0.8ex;border-left:1px solid rgb(204,204,204);padding-left:1ex"><div dir="ltr"><div class="gmail_extra">Thanks for the interest. There is no branch yet but I will ping you once you can try it out.</div><span><div class="gmail_extra"><br></div><div class="gmail_extra">> Also in that case would it be possible to add a final "gaussian smoothing<br>> pass" or equivalent only on the 2D generated image (maybe only as an option)<br></div><div class="gmail_extra"><br></div></span><div class="gmail_extra">The first version will most likely only support linear interpolation, but will keep this in mind.</div><div><div class="m_-4373717677632853568gmail-m_-2284420620533832336m_6731304345160120389h5"><div class="gmail_extra"><br></div><div class="gmail_extra"><br><div class="gmail_quote">On Wed, Mar 8, 2017 at 8:04 AM, Elvis Stansvik <span dir="ltr"><<a href="mailto:elvis.stansvik@orexplore.com" target="_blank">elvis.stansvik@orexplore.com</a>></span> wrote:<br><blockquote class="gmail_quote" style="margin:0px 0px 0px 0.8ex;border-left:1px solid rgb(204,204,204);padding-left:1ex"><span class="m_-4373717677632853568gmail-m_-2284420620533832336m_6731304345160120389m_5993777147654297017gmail-">2017-03-08 11:16 GMT+01:00 Simon ESNEAULT <<a href="mailto:simon.esneault@gmail.com" target="_blank">simon.esneault@gmail.com</a>>:<br>
> Hello Alvaro,<br>
><br>
> That's real good news to hear (about the down-sampling in X and Y), I find<br>
> it really difficult to tweak volume rendering only with sample distance,<br>
> especially during interaction.<br>
> Has the development began already ? Is there some branche where we can test<br>
> that feature ?<br>
><br>
> Also in that case would it be possible to add a final "gaussian smoothing<br>
> pass" or equivalent only on the 2D generated image (maybe only as an option)<br>
> ? I look like it is the case with FixedPointVolumeraycastMapper, the image<br>
> looks a bit blurred but sometimes it helps to see the structures<br>
<br>
</span>I'm also very interested in this. I'm using vtkGPUVolumeRayCastMapper,<br>
and I'm currently turning off the automatic adjustment of sample<br>
distance during interaction and resorted to doing my own simpler<br>
adjustment. I'm simply quadrupling the sample distance during<br>
interaction (for still rendering I use<br>
(spacingX+spacingY+spacingZ)/6). I'd love to have another quality<br>
controlling knob to turn.<br>
<br>
Is there a MR up for it already? Will it be in 7.2?<br>
<span class="m_-4373717677632853568gmail-m_-2284420620533832336m_6731304345160120389m_5993777147654297017gmail-HOEnZb"><font color="#888888"><br>
Elvis<br>
</font></span><div class="m_-4373717677632853568gmail-m_-2284420620533832336m_6731304345160120389m_5993777147654297017gmail-HOEnZb"><div class="m_-4373717677632853568gmail-m_-2284420620533832336m_6731304345160120389m_5993777147654297017gmail-h5"><br>
><br>
> Thanks<br>
> Simon<br>
><br>
><br>
> 2017-03-06 18:17 GMT+01:00 Alvaro Sanchez <<a href="mailto:alvaro.sanchez@kitware.com" target="_blank">alvaro.sanchez@kitware.com</a>>:<br>
>><br>
>> Hi Shark,<br>
>><br>
>> unfortunately there is no current plan of porting vtkVolumeTextureMapper3D<br>
>> to OpenGL2<br>
>> , as far as I know. We will soon however support image down sampling in X<br>
>> and Y which<br>
>> should serve as additional knobs to tweak the performance of<br>
>> GPURayCastMapper in<br>
>> OpenGL2 (only sample distance can be currently adjusted).<br>
>><br>
>> Could you provide more detail on the size of the dataset you are rendering<br>
>> and your GPU<br>
>> specs?<br>
>><br>
>> Thanks,<br>
>> Álvaro<br>
>><br>
>> On Mon, Mar 6, 2017 at 10:30 AM, Shark <<a href="mailto:m.nunes@fratoria.com" target="_blank">m.nunes@fratoria.com</a>> wrote:<br>
>>><br>
>>> Hello,<br>
>>><br>
>>> I have been having some issues with vtkVolumeTextureMapper3D. I see it<br>
>>> has<br>
>>> been deprecated, however it is still available if I use the old openGL.<br>
>>><br>
>>> Since for software rendering with texture mapping is much faster than ray<br>
>>> casting, I would like to know if you are planning to have a Volume<br>
>>> Texture<br>
>>> Mapper for openGL 2, or if there is actually a new one that I am not able<br>
>>> to<br>
>>> find.<br>
>>><br>
>>> Best regards,<br>
>>> Shark<br>
>>><br>
>>><br>
>>><br>
>>><br>
>>> --<br>
>>> View this message in context:<br>
>>> <a href="http://vtk.1045678.n5.nabble.com/vtkVolumeTextureMapper3D-in-VTK-7-1-tp5742368.html" rel="noreferrer" target="_blank">http://vtk.1045678.n5.nabble.com/vtkVolumeTextureMapper3D-in-VTK-7-1-tp5742368.html</a><br>
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>>><br>
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>>><br>
>>> Please keep messages on-topic and check the VTK FAQ at:<br>
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>><br>
>><br>
>><br>
>><br>
>> --<br>
>> Alvaro Sanchez<br>
>> Kitware, Inc.<br>
>> Senior R&D Engineer<br>
>> 21 Corporate Drive<br>
>> Clifton Park, NY 12065-8662<br>
>> Phone: <a href="tel:518-881-4901" value="+15188814901" target="_blank">518-881-4901</a><br>
>><br>
>> _______________________________________________<br>
>> Powered by <a href="http://www.kitware.com" rel="noreferrer" target="_blank">www.kitware.com</a><br>
>><br>
>> Visit other Kitware open-source projects at<br>
>> <a href="http://www.kitware.com/opensource/opensource.html" rel="noreferrer" target="_blank">http://www.kitware.com/opensource/opensource.html</a><br>
>><br>
>> Please keep messages on-topic and check the VTK FAQ at:<br>
>> <a href="http://www.vtk.org/Wiki/VTK_FAQ" rel="noreferrer" target="_blank">http://www.vtk.org/Wiki/VTK_FAQ</a><br>
>><br>
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>><br>
><br>
><br>
><br>
> --<br>
> ------------------------------------------------------------------<br>
> Simon Esneault<br>
> Rennes, France<br>
> ------------------------------------------------------------------<br>
><br>
> _______________________________________________<br>
> Powered by <a href="http://www.kitware.com" rel="noreferrer" target="_blank">www.kitware.com</a><br>
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</div></div></blockquote></div><br><br clear="all"><div><br></div>-- <br><div class="m_-4373717677632853568gmail-m_-2284420620533832336m_6731304345160120389m_5993777147654297017gmail_signature"><div dir="ltr"><div><div dir="ltr"><div>Alvaro Sanchez</div><div>Kitware, Inc.</div><div><span style="color:rgb(0,0,0);font-family:arial;font-size:14.6667px;line-height:20.24px;white-space:pre-wrap">Senior </span>R&D Engineer</div><div>21 Corporate Drive</div><div>Clifton Park, NY 12065-8662</div><div>Phone: <a href="tel:(518)%20881-4901" value="+15188814901" target="_blank">518-881-4901</a></div></div></div></div></div>
</div></div></div></div>
</blockquote></div><br><br clear="all"><div><br></div>-- <br><div class="m_-4373717677632853568gmail-m_-2284420620533832336m_6731304345160120389gmail_signature"><div dir="ltr"><div><div dir="ltr"><div><div dir="ltr"><div>Alvaro Sanchez</div><div>Kitware, Inc.</div><div>Senior R&D Engineer</div><div>21 Corporate Drive</div><div>Clifton Park, NY 12065-8662</div><div>Phone: <a href="tel:(518)%20881-4901" value="+15188814901" target="_blank">518-881-4901</a></div></div></div></div></div></div></div>
</div>
</div></div></blockquote></div><br><br clear="all"><div><br></div>-- <br><div class="m_-4373717677632853568gmail-m_-2284420620533832336gmail_signature"><div dir="ltr"><div>------------------------------------------------------------------<br>Simon Esneault<div>Rennes, France<br>------------------------------------------------------------------</div></div></div></div>
</div>
</div></div></blockquote></div><br><br clear="all"><div><br></div>-- <br><div class="m_-4373717677632853568gmail_signature"><div dir="ltr"><div><div dir="ltr"><div><div dir="ltr"><div>Alvaro Sanchez</div><div>Kitware, Inc.</div><div>Senior R&D Engineer</div><div>21 Corporate Drive</div><div>Clifton Park, NY 12065-8662</div><div>Phone: <a href="tel:(518)%20881-4901" value="+15188814901" target="_blank">518-881-4901</a></div></div></div></div></div></div></div>
</div></div></div>
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