[vtkusers] Is there any way to prepare datasets for vtk.js?

Aron Helser aron.helser at kitware.com
Wed Jul 11 10:59:00 EDT 2018


Yes, the example data files are usually small, because they have to be
delivered over the network. I don't think there is anything to prevent a
large file from working locally - are you seeing particular errors with
your data file? It could be it is just slow to load. Also, I was getting a
blank window with some of the ParaView Glance examples with the nightly
build - you might try the 'stable' build instead, which worked for me.
https://kitware.github.io/paraview-glance/

I don't know why you are seeing the error in the paraview macro - it could
be a version mismatch. I am not sure which version of ParaView is required.

On Wed, Jul 11, 2018 at 10:29 AM Alexey Pechnikov <pechnikov at mobigroup.ru>
wrote:

> Aron,
>
> Thank you for the links! I just want to try it. As sample I have large
> enough 3D grid (~100MB) that I want to show it by vtk-js. I don't know how
> to work with large files by vtk-js... maybe need I use small reducted
> dataset for 3D preview and load full slices from server?
>
> I found aneurism.vti viewer at
> https://kitware.github.io/paraview-glance/nightly It looks very
> interesting but the used datafile is small here.
>
>
> Sorry, the script doesn't work as Paraview macro:
>
> ERROR: In
> /Users/kitware/dashboards/buildbot-slave/8275bd07/build/superbuild/paraview/src/VTK/Rendering/OpenGL2/vtkShaderProgram.cxx,
> line 445
>
> vtkShaderProgram (0x60c00058d5b0): 1: #version 150
>
> 2: #ifdef GL_ES
>
> 3: #if __VERSION__ == 300
>
> 4: #define varying in
>
> 5: #ifdef GL_FRAGMENT_PRECISION_HIGH
>
> 6: precision highp float;
>
> 7: precision highp sampler2D;
>
> 8: precision highp sampler3D;
>
> 9: #else
>
> 10: precision mediump float;
>
> 11: precision mediump sampler2D;
>
> 12: precision mediump sampler3D;
>
> 13: #endif
>
> 14: #define texelFetchBuffer texelFetch
>
> 15: #define texture1D texture
>
> 16: #define texture2D texture
>
> 17: #define texture3D texture
>
> 18: #endif // 300
>
> 19: #else // GL_ES
>
> 20: #define highp
>
> 21: #define mediump
>
> 22: #define lowp
>
> 23: #if __VERSION__ == 150
>
> 24: #define varying in
>
> 25: #define texelFetchBuffer texelFetch
>
> 26: #define texture1D texture
>
> 27: #define texture2D texture
>
> 28: #define texture3D texture
>
> 29: #endif
>
> 30: #if __VERSION__ == 120
>
> 31: #extension GL_EXT_gpu_shader4 : require
>
> 32: #endif
>
> 33: #endif // GL_ES
>
> 34:
>
> 35:
>
> 36:
> /*=========================================================================
>
> 37:
>
> 38: Program: Visualization Toolkit
>
> 39: Module: raycasterfs.glsl
>
> 40:
>
> 41: Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
>
> 42: All rights reserved.
>
> 43: See Copyright.txt or http://www.kitware.com/Copyright.htm for details.
>
> 44:
>
> 45: This software is distributed WITHOUT ANY WARRANTY; without even
>
> 46: the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
>
> 47: PURPOSE. See the above copyright notice for more information.
>
> 48:
>
> 49:
> =========================================================================*/
>
> 50:
>
> 51:
> //////////////////////////////////////////////////////////////////////////////
>
> 52: ///
>
> 53: /// Inputs
>
> 54: ///
>
> 55:
> //////////////////////////////////////////////////////////////////////////////
>
> 56:
>
> 57: /// 3D texture coordinates form vertex shader
>
> 58: varying vec3 ip_textureCoords;
>
> 59: varying vec3 ip_vertexPos;
>
> 60:
>
> 61:
> //////////////////////////////////////////////////////////////////////////////
>
> 62: ///
>
> 63: /// Outputs
>
> 64: ///
>
> 65:
> //////////////////////////////////////////////////////////////////////////////
>
> 66:
>
> 67: vec4 g_fragColor = vec4(0.0);
>
> 68:
>
> 69:
> //////////////////////////////////////////////////////////////////////////////
>
> 70: ///
>
> 71: /// Uniforms, attributes, and globals
>
> 72: ///
>
> 73:
> //////////////////////////////////////////////////////////////////////////////
>
> 74: vec3 g_dataPos;
>
> 75: vec3 g_dirStep;
>
> 76: vec4 g_srcColor;
>
> 77: vec4 g_eyePosObj;
>
> 78: bool g_exit;
>
> 79: bool g_skip;
>
> 80: float g_currentT;
>
> 81: float g_terminatePointMax;
>
> 82:
>
> 83: out vec4 fragOutput0;
>
> 84:
>
> 85:
>
> 86: uniform sampler3D in_volume[1];
>
> 87: uniform vec4 in_volume_scale[1];
>
> 88: uniform vec4 in_volume_bias[1];
>
> 89: uniform int in_noOfComponents;
>
> 90: uniform int in_independentComponents;
>
> 91:
>
> 92: uniform sampler2D in_noiseSampler;
>
> 93: #ifndef GL_ES
>
> 94: uniform sampler2D in_depthSampler;
>
> 95: #endif
>
> 96:
>
> 97: // Camera position
>
> 98: uniform vec3 in_cameraPos;
>
> 99: uniform mat4 in_volumeMatrix[1];
>
> 100: uniform mat4 in_inverseVolumeMatrix[1];
>
> 101: uniform mat4 in_textureDatasetMatrix[1];
>
> 102: uniform mat4 in_inverseTextureDatasetMatrix[1];
>
> 103: uniform mat4 in_textureToEye[1];
>
> 104: uniform vec3 in_texMin[1];
>
> 105: uniform vec3 in_texMax[1];
>
> 106: uniform mat4 in_cellToPoint[1];
>
> 107: // view and model matrices
>
> 108: uniform mat4 in_projectionMatrix;
>
> 109: uniform mat4 in_inverseProjectionMatrix;
>
> 110: uniform mat4 in_modelViewMatrix;
>
> 111: uniform mat4 in_inverseModelViewMatrix;
>
> 112: varying mat4 ip_inverseTextureDataAdjusted;
>
> 113:
>
> 114: // Ray step size
>
> 115: uniform vec3 in_cellStep[1];
>
> 116: uniform vec2 in_scalarsRange[4];
>
> 117: uniform vec3 in_cellSpacing[1];
>
> 118:
>
> 119: // Sample distance
>
> 120: uniform float in_sampleDistance;
>
> 121:
>
> 122: // Scales
>
> 123: uniform vec2 in_windowLowerLeftCorner;
>
> 124: uniform vec2 in_inverseOriginalWindowSize;
>
> 125: uniform vec2 in_inverseWindowSize;
>
> 126: uniform vec3 in_textureExtentsMax;
>
> 127: uniform vec3 in_textureExtentsMin;
>
> 128:
>
> 129: // Material and lighting
>
> 130: uniform vec3 in_diffuse[4];
>
> 131: uniform vec3 in_ambient[4];
>
> 132: uniform vec3 in_specular[4];
>
> 133: uniform float in_shininess[4];
>
> 134:
>
> 135: // Others
>
> 136: uniform bool in_useJittering;
>
> 137: vec3 g_rayJitter = vec3(0.0);
>
> 138:
>
> 139: uniform vec2 in_averageIPRange;
>
> 140: uniform vec3 in_lightAmbientColor[1];
>
> 141: uniform vec3 in_lightDiffuseColor[1];
>
> 142: uniform vec3 in_lightSpecularColor[1];
>
> 143: vec4 g_lightPosObj;
>
> 144: vec3 g_ldir;
>
> 145: vec3 g_vdir;
>
> 146: vec3 g_h;
>
> 147:
>
> 148:
>
> 149:
>
> 150: const float g_opacityThreshold = 1.0 - 1.0 / 255.0;
>
> 151:
>
> 152:
>
> 153:
>
> 154:
>
> 155: int clippingPlanesSize;
>
> 156: vec3 objRayDir;
>
> 157: mat4 textureToObjMat;
>
> 158:
>
> 159:
>
> 160:
>
> 161:
>
> 162:
>
> 163:
>
> 164:
>
> 165: //VTK::GradientCache::Dec
>
> 166:
>
> 167: //VTK::Transfer2D::Dec
>
> 168:
>
> 169: uniform sampler2D in_opacityTransferFunc_0[1];
>
> 170:
>
> 171: float computeOpacity(vec4 scalar)
>
> 172: {
>
> 173: return texture2D(in_opacityTransferFunc_0[0], vec2(scalar.w, 0)).r;
>
> 174: }
>
> 175:
>
> 176: vec4 computeGradient(in vec3 texPos, in int c, in sampler3D volume,
> in int index)
>
> 177: {
>
> 178: return vec4(0.0);
>
> 179: }
>
> 180:
>
> 181:
>
> 182: uniform sampler2D [1];
>
> 183:
>
> 184:
>
> 185:
>
> 186: vec4 computeLighting(vec4 color, int component)
>
> 187: {
>
> 188: vec4 finalColor = vec4(0.0);
>
> 189: finalColor = vec4(color.rgb, 0.0);
>
> 190: finalColor.a = color.a;
>
> 191: return finalColor;
>
> 192: }
>
> 193:
>
> 194: uniform sampler2D in_colorTransferFunc_0[1];
>
> 195:
>
> 196: vec4 computeColor(vec4 scalar, float opacity)
>
> 197: {
>
> 198: return computeLighting(vec4(texture2D(in_colorTransferFunc_0[0],
>
> 199: vec2(scalar.w, 0.0)).xyz, opacity), 0);
>
> 200: }
>
> 201:
>
> 202:
>
> 203: vec3 computeRayDirection()
>
> 204: {
>
> 205: return normalize(ip_vertexPos.xyz - g_eyePosObj.xyz);
>
> 206: }
>
> 207:
>
> 208: //VTK::Picking::Dec
>
> 209:
>
> 210: //VTK::RenderToImage::Dec
>
> 211:
>
> 212: //VTK::DepthPeeling::Dec
>
> 213:
>
> 214: /// We support only 8 clipping planes for now
>
> 215: /// The first value is the size of the data array for clipping
>
> 216: /// planes (origin, normal)
>
> 217: uniform float in_clippingPlanes[49];
>
> 218: uniform float in_scale;
>
> 219: uniform float in_bias;
>
> 220:
>
> 221:
> //////////////////////////////////////////////////////////////////////////////
>
> 222: ///
>
> 223: /// Helper functions
>
> 224: ///
>
> 225:
> //////////////////////////////////////////////////////////////////////////////
>
> 226:
>
> 227: /**
>
> 228: * Transform window coordinate to NDC.
>
> 229: */
>
> 230: vec4 WindowToNDC(const float xCoord, const float yCoord, const float
> zCoord)
>
> 231: {
>
> 232: vec4 NDCCoord = vec4(0.0, 0.0, 0.0, 1.0);
>
> 233:
>
> 234: NDCCoord.x = (xCoord - in_windowLowerLeftCorner.x) * 2.0 *
>
> 235: in_inverseWindowSize.x - 1.0;
>
> 236: NDCCoord.y = (yCoord - in_windowLowerLeftCorner.y) * 2.0 *
>
> 237: in_inverseWindowSize.y - 1.0;
>
> 238: NDCCoord.z = (2.0 * zCoord - (gl_DepthRange.near +
> gl_DepthRange.far)) /
>
> 239: gl_DepthRange.diff;
>
> 240:
>
> 241: return NDCCoord;
>
> 242: }
>
> 243:
>
> 244: /**
>
> 245: * Transform NDC coordinate to window coordinates.
>
> 246: */
>
> 247: vec4 NDCToWindow(const float xNDC, const float yNDC, const float zNDC)
>
> 248: {
>
> 249: vec4 WinCoord = vec4(0.0, 0.0, 0.0, 1.0);
>
> 250:
>
> 251: WinCoord.x = (xNDC + 1.f) / (2.f * in_inverseWindowSize.x) +
>
> 252: in_windowLowerLeftCorner.x;
>
> 253: WinCoord.y = (yNDC + 1.f) / (2.f * in_inverseWindowSize.y) +
>
> 254: in_windowLowerLeftCorner.y;
>
> 255: WinCoord.z = (zNDC * gl_DepthRange.diff +
>
> 256: (gl_DepthRange.near + gl_DepthRange.far)) / 2.f;
>
> 257:
>
> 258: return WinCoord;
>
> 259: }
>
> 260:
>
> 261:
> //////////////////////////////////////////////////////////////////////////////
>
> 262: ///
>
> 263: /// Ray-casting
>
> 264: ///
>
> 265:
> //////////////////////////////////////////////////////////////////////////////
>
> 266:
>
> 267: /**
>
> 268: * Global initialization. This method should only be called once per
> shader
>
> 269: * invocation regardless of whether castRay() is called several times
> (e.g.
>
> 270: * vtkDualDepthPeelingPass). Any castRay() specific initialization
> should be
>
> 271: * placed within that function.
>
> 272: */
>
> 273: void initializeRayCast()
>
> 274: {
>
> 275: /// Initialize g_fragColor (output) to 0
>
> 276: g_fragColor = vec4(0.0);
>
> 277: g_dirStep = vec3(0.0);
>
> 278: g_srcColor = vec4(0.0);
>
> 279: g_exit = false;
>
> 280:
>
> 281:
>
> 282: // Get the 3D texture coordinates for lookup into the in_volume
> dataset
>
> 283: g_dataPos = ip_textureCoords.xyz;
>
> 284:
>
> 285: // Eye position in dataset space
>
> 286: g_eyePosObj = in_inverseVolumeMatrix[0] * vec4(in_cameraPos, 1.0);
>
> 287:
>
> 288: // Getting the ray marching direction (in dataset space);
>
> 289: vec3 rayDir = computeRayDirection();
>
> 290:
>
> 291: // Multiply the raymarching direction with the step size to get the
>
> 292: // sub-step size we need to take at each raymarching step
>
> 293: g_dirStep = (ip_inverseTextureDataAdjusted *
>
> 294: vec4(rayDir, 0.0)).xyz * in_sampleDistance;
>
> 295:
>
> 296: // 2D Texture fragment coordinates [0,1] from fragment coordinates.
>
> 297: // The frame buffer texture has the size of the plain buffer but
>
> 298: // we use a fraction of it. The texture coordinate is less than 1 if
>
> 299: // the reduction factor is less than 1.
>
> 300: // Device coordinates are between -1 and 1. We need texture
>
> 301: // coordinates between 0 and 1. The in_noiseSampler and
> in_depthSampler
>
> 302: // buffers have the original size buffer.
>
> 303: vec2 fragTexCoord = (gl_FragCoord.xy - in_windowLowerLeftCorner) *
>
> 304: in_inverseWindowSize;
>
> 305:
>
> 306: if (in_useJittering)
>
> 307: {
>
> 308: float jitterValue = texture2D(in_noiseSampler, fragTexCoord).x;
>
> 309: g_rayJitter = g_dirStep * jitterValue;
>
> 310: g_dataPos += g_rayJitter;
>
> 311: }
>
> 312: else
>
> 313: {
>
> 314: g_dataPos += g_dirStep;
>
> 315: }
>
> 316:
>
> 317: // Flag to deternmine if voxel should be considered for the rendering
>
> 318: g_skip = false;
>
> 319:
>
> 320:
>
> 321: // Flag to indicate if the raymarch loop should terminate
>
> 322: bool stop = false;
>
> 323:
>
> 324: g_terminatePointMax = 0.0;
>
> 325:
>
> 326: #ifdef GL_ES
>
> 327: vec4 l_depthValue = vec4(1.0,1.0,1.0,1.0);
>
> 328: #else
>
> 329: vec4 l_depthValue = texture2D(in_depthSampler, fragTexCoord);
>
> 330: #endif
>
> 331: // Depth test
>
> 332: if(gl_FragCoord.z >= l_depthValue.x)
>
> 333: {
>
> 334: discard;
>
> 335: }
>
> 336:
>
> 337: // color buffer or max scalar buffer have a reduced size.
>
> 338: fragTexCoord = (gl_FragCoord.xy - in_windowLowerLeftCorner) *
>
> 339: in_inverseOriginalWindowSize;
>
> 340:
>
> 341: // Compute max number of iterations it will take before we hit
>
> 342: // the termination point
>
> 343:
>
> 344: // Abscissa of the point on the depth buffer along the ray.
>
> 345: // point in texture coordinates
>
> 346: vec4 terminatePoint = WindowToNDC(gl_FragCoord.x, gl_FragCoord.y,
> l_depthValue.x);
>
> 347:
>
> 348: // From normalized device coordinates to eye coordinates.
>
> 349: // in_projectionMatrix is inversed because of way VT
>
> 350: // From eye coordinates to texture coordinates
>
> 351: terminatePoint = ip_inverseTextureDataAdjusted *
>
> 352: in_inverseVolumeMatrix[0] *
>
> 353: in_inverseModelViewMatrix *
>
> 354: in_inverseProjectionMatrix *
>
> 355: terminatePoint;
>
> 356: terminatePoint /= terminatePoint.w;
>
> 357:
>
> 358: g_terminatePointMax = length(terminatePoint.xyz - g_dataPos.xyz) /
>
> 359: length(g_dirStep);
>
> 360: g_currentT = 0.0;
>
> 361:
>
> 362:
>
> 363:
>
> 364:
>
> 365:
>
> 366: //VTK::RenderToImage::Init
>
> 367:
>
> 368: //VTK::DepthPass::Init
>
> 369: }
>
> 370:
>
> 371: /**
>
> 372: * March along the ray direction sampling the volume texture. This
> function
>
> 373: * takes a start and end point as arguments but it is up to the
> specific render
>
> 374: * pass implementation to use these values (e.g.
> vtkDualDepthPeelingPass). The
>
> 375: * mapper does not use these values by default, instead it uses the
> number of
>
> 376: * steps defined by g_terminatePointMax.
>
> 377: */
>
> 378: vec4 castRay(const float zStart, const float zEnd)
>
> 379: {
>
> 380: //VTK::DepthPeeling::Ray::Init
>
> 381:
>
> 382: //VTK::DepthPeeling::Ray::PathCheck
>
> 383:
>
> 384:
>
> 385:
>
> 386: /// For all samples along the ray
>
> 387: while (!g_exit)
>
> 388: {
>
> 389:
>
> 390: g_skip = false;
>
> 391:
>
> 392:
>
> 393:
>
> 394:
>
> 395:
>
> 396:
>
> 397:
>
> 398:
>
> 399:
>
> 400: //VTK::PreComputeGradients::Impl
>
> 401:
>
> 402:
>
> 403: if (!g_skip)
>
> 404: {
>
> 405: vec4 scalar = texture3D(in_volume[0], g_dataPos);
>
> 406: scalar.r = scalar.r * in_volume_scale[0].r + in_volume_bias[0].r;
>
> 407: scalar = vec4(scalar.r);
>
> 408: g_srcColor = vec4(0.0);
>
> 409: g_srcColor.a = computeOpacity(scalar);
>
> 410: if (g_srcColor.a > 0.0)
>
> 411: {
>
> 412: g_srcColor = computeColor(scalar, g_srcColor.a);
>
> 413: // Opacity calculation using compositing:
>
> 414: // Here we use front to back compositing scheme whereby
>
> 415: // the current sample value is multiplied to the
>
> 416: // currently accumulated alpha and then this product
>
> 417: // is subtracted from the sample value to get the
>
> 418: // alpha from the previous steps. Next, this alpha is
>
> 419: // multiplied with the current sample colour
>
> 420: // and accumulated to the composited colour. The alpha
>
> 421: // value from the previous steps is then accumulated
>
> 422: // to the composited colour alpha.
>
> 423: g_srcColor.rgb *= g_srcColor.a;
>
> 424: g_fragColor = (1.0f - g_fragColor.a) * g_srcColor + g_fragColor;
>
> 425: }
>
> 426: }
>
> 427:
>
> 428: //VTK::RenderToImage::Impl
>
> 429:
>
> 430: //VTK::DepthPass::Impl
>
> 431:
>
> 432: /// Advance ray
>
> 433: g_dataPos += g_dirStep;
>
> 434:
>
> 435:
>
> 436: if(any(greaterThan(g_dataPos, in_texMax[0])) ||
>
> 437: any(lessThan(g_dataPos, in_texMin[0])))
>
> 438: {
>
> 439: break;
>
> 440: }
>
> 441:
>
> 442: // Early ray termination
>
> 443: // if the currently composited colour alpha is already fully
> saturated
>
> 444: // we terminated the loop or if we have hit an obstacle in the
>
> 445: // direction of they ray (using depth buffer) we terminate as well.
>
> 446: if((g_fragColor.a > g_opacityThreshold) ||
>
> 447: g_currentT >= g_terminatePointMax)
>
> 448: {
>
> 449: break;
>
> 450: }
>
> 451: ++g_currentT;
>
> 452: }
>
> 453:
>
> 454:
>
> 455:
>
> 456: return g_fragColor;
>
> 457: }
>
> 458:
>
> 459: /**
>
> 460: * Finalize specific modes and set output data.
>
> 461: */
>
> 462: void finalizeRayCast()
>
> 463: {
>
> 464:
>
> 465:
>
> 466:
>
> 467:
>
> 468:
>
> 469:
>
> 470:
>
> 471:
>
> 472:
>
> 473: // Special coloring mode which renders the voxel index in fragments
> that
>
> 474: // have accumulated certain level of opacity. Used during the
> selection
>
> 475: // pass vtkHardwareSelection::ID_MID24.
>
> 476: if (g_fragColor.a > 3.0/ 255.0)
>
> 477: {
>
> 478: uvec3 volumeDim = uvec3(in_textureExtentsMax - in_textureExtentsMin);
>
> 479: uvec3 voxelCoords = uvec3(volumeDim * g_dataPos);
>
> 480: // vtkHardwareSelector assumes index 0 to be empty space, so add
> uint(1).
>
> 481: uint idx = volumeDim.x * volumeDim.y * voxelCoords.z +
>
> 482: volumeDim.x * voxelCoords.y + voxelCoords.x + uint(1);
>
> 483: idx = ((idx & 0xff000000) >> 24);
>
> 484: fragOutput0 = vec4(float(idx % uint(256)) / 255.0,
>
> 485: float((idx / uint(256)) % uint(256)) / 255.0,
>
> 486: float(idx / uint(65536)) / 255.0, 1.0);
>
> 487: }
>
> 488: else
>
> 489: {
>
> 490: fragOutput0 = vec4(0.0);
>
> 491: }
>
> 492: return;
>
> 493:
>
> 494: g_fragColor.r = g_fragColor.r * in_scale + in_bias * g_fragColor.a;
>
> 495: g_fragColor.g = g_fragColor.g * in_scale + in_bias * g_fragColor.a;
>
> 496: g_fragColor.b = g_fragColor.b * in_scale + in_bias * g_fragColor.a;
>
> 497: fragOutput0 = g_fragColor;
>
> 498:
>
> 499: //VTK::RenderToImage::Exit
>
> 500:
>
> 501: //VTK::DepthPass::Exit
>
> 502: }
>
> 503:
>
> 504:
> //////////////////////////////////////////////////////////////////////////////
>
> 505: ///
>
> 506: /// Main
>
> 507: ///
>
> 508:
> //////////////////////////////////////////////////////////////////////////////
>
> 509: void main()
>
> 510: {
>
> 511:
>
> 512: initializeRayCast();
>
> 513: castRay(-1.0, -1.0);
>
> 514: finalizeRayCast();
>
> 515: }
>
>
>
> ERROR: In
> /Users/kitware/dashboards/buildbot-slave/8275bd07/build/superbuild/paraview/src/VTK/Rendering/OpenGL2/vtkShaderProgram.cxx,
> line 446
>
> vtkShaderProgram (0x60c00058d5b0): ERROR: 0:483: '&' does not operate on
> 'unsigned int' and 'int'
>
>
>
> ERROR: In
> /Users/kitware/dashboards/buildbot-slave/8275bd07/build/superbuild/paraview/src/VTK/Rendering/VolumeOpenGL2/vtkOpenGLGPUVolumeRayCastMapper.cxx,
> line 3169
>
> vtkOpenGLGPUVolumeRayCastMapper (0x7fc085e21f60): Shader failed to compile
>
>
> Traceback (most recent call last):
>
> File "<string>", line 450, in <module>
>
> AttributeError: 'vtkCommonDataModelPython.vtkImageData' object has no
> attribute 'GetPoints'
>
>
>
>
> 2018-07-11 21:08 GMT+07:00 Aron Helser <aron.helser at kitware.com>:
>
>> Adding back the mailing list....
>>
>> Alexey,
>> Do you have a particular goal, or do you just want to try out vtk-js? If
>> you just want to see what it can do, it is used the rendering in ParaView
>> Glance, which you can try out here:
>> https://kitware.github.io/paraview-glance/nightly/
>> It will load several different data formats, or just start with the
>> example datasets. As you can see, vtk-js is used for real and useful
>> projects.
>>
>> For just VTK-js, the example applications like the OBJ viewer:
>> https://kitware.github.io/vtk-js/examples/OBJViewer.html
>> are a good starting point - there are several that will load different
>> formats of data.
>>
>> The script I pointed you at is a ParaView macro, which means that after
>> running the ParaView application, you add it by going to the Macro menu and
>> choosing 'Add new macro...'
>>
>> Regards,
>> Aron
>>
>> On Wed, Jul 11, 2018 at 9:59 AM Alexey Pechnikov <pechnikov at mobigroup.ru>
>> wrote:
>>
>>> Aron,
>>>
>>> That script doesn't work in python2/python3 (there is no paraview
>>> extension) and it doesn't work in internal Paraview Python shell. Maybe do
>>> you know some working way? Or do you mean I need to write my own script
>>> using this one instead of normal documentation? Is vtk-js used by somebody
>>> or it's only just to fun unuseful project? Maybe I don't need to try it
>>> actually.
>>>
>>> 2018-07-11 20:16 GMT+07:00 Aron Helser <aron.helser at kitware.com>:
>>>
>>>> Hi Alexey,
>>>> This example:
>>>> https://kitware.github.io/vtk-js/examples/StandaloneSceneLoader.html
>>>> references this macro from
>>>> vtk-js: Utilities/ParaView/export-scene-macro.py
>>>> It can be used to export a scene from ParaView for consumption by
>>>> vtk-js.
>>>>
>>>> I know there are other ways to do it as well, but that was the easiest.
>>>> HTH,
>>>> Aron
>>>>
>>>> On Wed, Jul 11, 2018 at 5:54 AM Alexey Pechnikov <
>>>> pechnikov at mobigroup.ru> wrote:
>>>>
>>>>> Hi,
>>>>>
>>>>> I couldn't find any documentation or tool to do it. Google doesn't
>>>>> know anything about "vti-web" data format. VTK/VTI and other VTK formats
>>>>> are not allowed I see. Is disassembling example datasets and build own
>>>>> tools the only possible way?!
>>>>>
>>>>> --
>>>>> Best regards, Alexey Pechnikov.
>>>>> _______________________________________________
>>>>> Powered by www.kitware.com
>>>>>
>>>>> Visit other Kitware open-source projects at
>>>>> http://www.kitware.com/opensource/opensource.html
>>>>>
>>>>> Please keep messages on-topic and check the VTK FAQ at:
>>>>> http://www.vtk.org/Wiki/VTK_FAQ
>>>>>
>>>>> Search the list archives at: http://markmail.org/search/?q=vtkusers
>>>>>
>>>>> Follow this link to subscribe/unsubscribe:
>>>>> https://public.kitware.com/mailman/listinfo/vtkusers
>>>>>
>>>>
>>>
>>>
>>> --
>>> Best regards, Alexey Pechnikov.
>>>
>>
>
>
> --
> Best regards, Alexey Pechnikov.
> _______________________________________________
> Powered by www.kitware.com
>
> Visit other Kitware open-source projects at
> http://www.kitware.com/opensource/opensource.html
>
> Please keep messages on-topic and check the VTK FAQ at:
> http://www.vtk.org/Wiki/VTK_FAQ
>
> Search the list archives at: http://markmail.org/search/?q=vtkusers
>
> Follow this link to subscribe/unsubscribe:
> https://public.kitware.com/mailman/listinfo/vtkusers
>
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