User:Sylvain: Difference between revisions

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==Streamlines with a cylinder reflection model==
==Streamlines with a cylinder reflection model==


[[Image:TestTubeActorStreamLines.png|thumb]]
[[Image:TestTubeActorStreamLines.png|thumb|left]]


==Streamlines with arrows==
==Streamlines with arrows==


[[Image:TestArrowTubeActor.png|thumb]]
[[Image:TestArrowTubeActor.png|thumb|left]]


==Streamlines with RGBA texture==
==Streamlines with RGBA texture==


[[Image:TestTextureTubeActor.png|thumb]]
[[Image:TestTextureTubeActor.png|thumb|left]]


==Streamlines with numbers==
==Streamlines with numbers==
Line 30: Line 30:
[[Image:TestCellIdAnimation.gif]]
[[Image:TestCellIdAnimation.gif]]


[[Image:TestCellIdTubeActor0.png|thumb]]
[[Image:TestCellIdTubeActor0.png|thumb|left]]


[[Image:TestCellIdTubeActor1.png|thumb]]
[[Image:TestCellIdTubeActor1.png|thumb|left]]


[[Image:TestCellIdTubeActor2.png|thumb]]
[[Image:TestCellIdTubeActor2.png|thumb|left]]


[[Image:TestCellIdTubeActor3.png|thumb]]
[[Image:TestCellIdTubeActor3.png|thumb|left]]


==Streamlines with a varying radius==
==Streamlines with a varying radius==


[[Image:TestStreamLinesVaryingRadius.png|thumb]]
[[Image:TestStreamLinesVaryingRadius.png|thumb|left]]

Revision as of 22:23, 31 August 2007

Redesign of VTK

The next version of VTK will support OpenGL 2.0 and GPU Filters. The illustration below shows the new Rendering Pipeline of VTK.

ShaderDeviceAdapter.png

Streamline Visualization on the GPU

Lines are converted to Triangle Strips on the CPU. Then the Vertex Shader orients the triangle strips to face the camera. Finally the Fragment Shader colors the pixels based on the reflection equation on a cylinder. The resulting image can be textured with arrows, text, or numbers to convey additional information.

TubePainter.png

Streamlines with a cylinder reflection model

TestTubeActorStreamLines.png

Streamlines with arrows

TestArrowTubeActor.png

Streamlines with RGBA texture

TestTextureTubeActor.png

Streamlines with numbers

Note that the numbers are oriented correctly on the Vertex Shader. The text always faces the camera even during rotations.

TestCellIdAnimation.gif

TestCellIdTubeActor0.png
TestCellIdTubeActor1.png
TestCellIdTubeActor2.png
TestCellIdTubeActor3.png

Streamlines with a varying radius

TestStreamLinesVaryingRadius.png