SoGVRFirstHitRayCastSettings

InventorModule
genre VolRendExtensions
status stable
author Florian Link
package MeVisLab/Standard
dll SoGVR
definition soGVR.def
see also SoGVRVolumeRenderer, SoGVRRayCastSettings

Purpose

The SoGVRFirstHitRayCastSettings adds a First Hit Ray Caster to the standard GVR ray caster (SoGVRRayCastSettings). This allows fast GPU iso surface rendering. The first hit pipeline supports separate illumination settings for the first hit. It uses hit point refinement to find the exact iso surface. It is also possible to combine the first hit rendering with the standard pipeline, e.g. rendering an illuminated first hit and a standard DVR rendering after the first hit.

By default, the module just renders the first hit.

Usage

Place the module in front of a SoGVRVolumeRenderer and make sure that there is an enabled SoGVRRayCastSettings in the scene as well. The most important field is the Intensity Threshold, since it selects which grey value threshold is used for the first hit calculation.

Details

The following image shows an endoscopic view using first hit ray casting and an attenuated SoGVRPointLight positioned as a headlight to enhance depth perception:

../../../Modules/Inventor/SoGVR/mhelp/Images/EndoscopicFirstHit.jpg

Windows

Default Panel

../../../Modules/Inventor/SoGVR/mhelp/Images/Screenshots/SoGVRFirstHitRayCastSettings._default.png

Output Fields

self

name: self, type: SoNode

This node should be placed in front of the SoGVRVolumeRenderer, make sure that a SoGVRRayCastSettings module is part of the scene as well.

Parameter Fields

Visible Fields

Enabled (enabled)

name: enabled, type: Bool, default: TRUE

Enable the first hit ray caster.

Add Original Alpha

name: enhancementAlphaMix, type: Float, default: 0.25, minimum: 0, maximum: 1

See illumination of SoGVRVolumeRenderer.

Enabled (boundaryEnhancement)

name: boundaryEnhancement, type: Bool, default: FALSE

See illumination of SoGVRVolumeRenderer.

Weight (boundaryEnhancementFactor)

name: boundaryEnhancementFactor, type: Float, default: 1, minimum: 0, maximum: 50

See illumination of SoGVRVolumeRenderer.

Exponent (boundaryEnhancementExponent)

name: boundaryEnhancementExponent, type: Float, default: 1, minimum: 0.1, maximum: 50

See illumination of SoGVRVolumeRenderer.

Bias

name: boundaryEnhancementGradientBias, type: Float, default: 0, minimum: -1, maximum: 1

See illumination of SoGVRVolumeRenderer.

Enabled (silhouetteEnhancement)

name: silhouetteEnhancement, type: Bool, default: FALSE

See illumination of SoGVRVolumeRenderer.

Exponent (silhouetteEnhancementExponent)

name: silhouetteEnhancementExponent, type: Float, default: 1, minimum: 0.1, maximum: 50

See illumination of SoGVRVolumeRenderer.

Weight (silhouetteEnhancementFactor)

name: silhouetteEnhancementFactor, type: Float, default: 1, minimum: 0, maximum: 20

See illumination of SoGVRVolumeRenderer.

Enabled (toneShading)

name: toneShading, type: Bool, default: FALSE

See illumination of SoGVRVolumeRenderer.

Warm Color

name: toneShadingWarmColor, type: Color, default: 0.674509823322296 0.533333361148834 0.141176477074623

See illumination of SoGVRVolumeRenderer.

Cold Color

name: toneShadingColdColor, type: Color, default: 0 0 0.400000005960464

See illumination of SoGVRVolumeRenderer.

Warm Diffuse

name: toneShadingWarmDiffuse, type: Float, default: 0.60000002, minimum: 0, maximum: 1

See illumination of SoGVRVolumeRenderer.

Cold Diffuse

name: toneShadingColdDiffuse, type: Float, default: 0.2, minimum: 0, maximum: 1

See illumination of SoGVRVolumeRenderer.

Tone Shading Angle

name: toneShadingAngle, type: Float, default: 45, minimum: -180, maximum: 180

See illumination of SoGVRVolumeRenderer.

Ambient

name: materialAmbient, type: Float, default: 0.60000002, minimum: 0, maximum: 1

See illumination of SoGVRVolumeRenderer.

Diffuse

name: materialDiffuse, type: Float, default: 1, minimum: 0, maximum: 1

See illumination of SoGVRVolumeRenderer.

Specular

name: materialSpecular, type: Float, default: 1, minimum: 0, maximum: 1

See illumination of SoGVRVolumeRenderer.

Specularity

name: materialSpecularity, type: Float, default: 32, minimum: 1, maximum: 128

See illumination of SoGVRVolumeRenderer.

Reduce Lighting On Low Gradient Magnitude

name: reduceLightingOnLowGradientMagnitude, type: Bool, default: FALSE

See illumination of SoGVRVolumeRenderer.

Enabled (light1Enabled)

name: light1Enabled, type: Bool, default: TRUE

See illumination of SoGVRVolumeRenderer.

Diffuse Intensity (light1DiffuseIntensity)

name: light1DiffuseIntensity, type: Float, default: 1, minimum: 0, maximum: 1

See illumination of SoGVRVolumeRenderer.

Specular Intensity (light1SpecularIntensity)

name: light1SpecularIntensity, type: Float, default: 1, minimum: 0, maximum: 1

See illumination of SoGVRVolumeRenderer.

Color (light1Color)

name: light1Color, type: Color, default: 1 1 1

See illumination of SoGVRVolumeRenderer.

Light1Polar Phi

name: light1PolarPhi, type: Float, default: 0, minimum: -180, maximum: 180

See illumination of SoGVRVolumeRenderer.

Light1Polar Rho

name: light1PolarRho, type: Float, default: 0, minimum: -180, maximum: 180

See illumination of SoGVRVolumeRenderer.

Enabled (light2Enabled)

name: light2Enabled, type: Bool, default: FALSE

See illumination of SoGVRVolumeRenderer.

Diffuse Intensity (light2DiffuseIntensity)

name: light2DiffuseIntensity, type: Float, default: 1, minimum: 0, maximum: 1

See illumination of SoGVRVolumeRenderer.

Specular Intensity (light2SpecularIntensity)

name: light2SpecularIntensity, type: Float, default: 1, minimum: 0, maximum: 1

See illumination of SoGVRVolumeRenderer.

Color (light2Color)

name: light2Color, type: Color, default: 1 1 1

See illumination of SoGVRVolumeRenderer.

Light2Polar Phi

name: light2PolarPhi, type: Float, default: 45, minimum: -180, maximum: 180

See illumination of SoGVRVolumeRenderer.

Light2Polar Rho

name: light2PolarRho, type: Float, default: 45, minimum: -180, maximum: 180

See illumination of SoGVRVolumeRenderer.

Enabled (light3Enabled)

name: light3Enabled, type: Bool, default: FALSE

See illumination of SoGVRVolumeRenderer.

Diffuse Intensity (light3DiffuseIntensity)

name: light3DiffuseIntensity, type: Float, default: 1, minimum: 0, maximum: 1

See illumination of SoGVRVolumeRenderer.See illumination of SoGVRVolumeRenderer.

Specular Intensity (light3SpecularIntensity)

name: light3SpecularIntensity, type: Float, default: 1, minimum: 0, maximum: 1

See illumination of SoGVRVolumeRenderer.

Color (light3Color)

name: light3Color, type: Color, default: 1 1 1

See illumination of SoGVRVolumeRenderer.

Light3Polar Phi

name: light3PolarPhi, type: Float, default: -45, minimum: -180, maximum: 180

See illumination of SoGVRVolumeRenderer.

Light3Polar Rho

name: light3PolarRho, type: Float, default: 0, minimum: -180, maximum: 180

See illumination of SoGVRVolumeRenderer.

Intensity Threshold

name: intensityThreshold, type: Float, default: 1024

Defines the grey value threshold that is used for the first hit. It is given in the original input image range.

First Hit Alpha

name: firstHitAlpha, type: Float, default: 0.5, minimum: 0, maximum: 1

Sets the alpha value of the first hit rendering, this should be set to 1. if only first hit rendering is done and can be used to blend the results with the standard GVR pipeline.

First Hit Color

name: firstHitColor, type: Color, default: 1 1 1

The first hit color is used as the base color for the first hit.

Mode

name: mode, type: Enum, default: FirstHit_RenderFirstHitOnly

Selects how the first hit rendering is done.

Values:

Title Name Description
First Hit Only FirstHit_RenderFirstHitOnly Renders only the first hit and stops rendering there.
First Hit And Standard Pipeline FirstHit_RenderFirstHitAndStandardPipeline Renders the first hit and the standard GVR pipeline is executed after the first hit. This allows combining first hit with standard rendering, e.g. for endoscopic renderings where you can still see details behind a given first hit surface.
Standard Pipeline FirstHit_RenderStandardPipeline Searches for the first hit, but only starts the standard GVR pipeline from there, instead of shading the first hit. This can be used to use the first hit as a segmentation and start normal rendering from the segmentation threshold.

Hidden Fields

renderMode

name: renderMode, type: Enum, default: Illuminated

Values:

Title Name
Mip MIP
Direct Direct
Illuminated Illuminated

blendMode

name: blendMode, type: Enum, default: Blend

Values:

Title Name
Blend Blend
Add Add
Mip MIP
Min IP MinIP
Reverse Subtract ReverseSubtract
Subtract Subtract