[vtkusers] vtkGPUVolumeRayCastMapper: Updateing ImageData after first Rendering?

Aashish Chaudhary aashish.chaudhary at kitware.com
Mon Feb 13 05:52:26 EST 2017

Dear Willy,

There are couple of things you can do to speed up the rendering on large
dataset such as yours. (use vtkSmartVolumeMapper and have it create a low
res data for one of them).

Recently we have added a volume texture streaming feature that I would
think might be a good test in your case. You can see an example of this

I would be curios to know if streaming works in your case as desired. I am
not entirely sure about your statement on data at the beginning though. It
sounds to me that you have expected to have data in pieces as well and you
want to pass each of these pieces to the  one at a time? If that's the case
things could require little more work.

- Aashish

On Mon, Feb 13, 2017 at 2:54 AM Willy <Wiggerl at linhuber.info> wrote:

> Hi,
>  I use vtkGPUVolumeRayCastMapper to render a vtkImageData. I create the
> vtkImageData, set all Propertiers (Dimensions,Extent,Spacing...) and after
> calling AllocateScalars i use memcpy to copy the data into the
> vtkImageData.
> If i have all Data at the beginning everything works fine, but
> unfortunately
> thats not always the case.
> Example:
> If i have a 8-bit image with 2000x2000x800 (about 3GB) and can read only 10
> planes per second it would take 80 seconds until the user can see the final
> image. It would be better if the user could see the renderd Image
> immediately and one plane after another would appear.
> Is it possible to tell the vtkGPUVolumeRayCastMapper/Renderer/RenderWindow
> to update the data on the GPU after the first call of
> vtkRenderWindow::Render() ?
> Thanks
> Ludwig
> --
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