SoGVRFirstHitRayCastSettings¶
-
InventorModule
¶ genre VolRendExtensions
author MeVis Medical Solutions AG
package MeVisLab/Standard
dll SoGVR
definition soGVR.def see also SoGVRVolumeRenderer
,SoGVRRayCastSettings
inherits from SoGVRIlluminationSettings
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:
Output Fields¶
self¶
-
name:
self
, type:
SoNode
¶ This node should be placed in front of the
SoGVRVolumeRenderer
, make sure that aSoGVRRayCastSettings
module is part of the scene as well.
see also SoGVRIlluminationSettings.self
Parameter Fields¶
Field Index¶
Visible Fields¶
Enabled (enabled)¶
-
name:
enabled
, type:
Bool
, default:
TRUE
¶ Enable the first hit ray caster.
see also SoGVRIlluminationSettings.enabled
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
.
see also SoGVRIlluminationSettings.boundaryEnhancementFactor
Exponent (boundaryEnhancementExponent)¶
-
name:
boundaryEnhancementExponent
, type:
Float
, default:
1
, minimum:
0.1
, maximum:
50
¶ See illumination of
SoGVRVolumeRenderer
.
see also SoGVRIlluminationSettings.boundaryEnhancementExponent
Bias¶
-
name:
boundaryEnhancementGradientBias
, type:
Float
, default:
0
, minimum:
-1
, maximum:
1
¶ See illumination of
SoGVRVolumeRenderer
.
see also SoGVRIlluminationSettings.boundaryEnhancementGradientBias
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
.
see also SoGVRIlluminationSettings.silhouetteEnhancementExponent
Weight (silhouetteEnhancementFactor)¶
-
name:
silhouetteEnhancementFactor
, type:
Float
, default:
1
, minimum:
0
, maximum:
20
¶ See illumination of
SoGVRVolumeRenderer
.
see also SoGVRIlluminationSettings.silhouetteEnhancementFactor
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
.
Angle¶
-
name:
toneShadingAngle
, type:
Float
, default:
45
, minimum:
-180
, maximum:
180
¶ See illumination of
SoGVRVolumeRenderer
.
Ambient¶
-
name:
materialAmbient
, type:
Float
, default:
0.15000001
, 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
.
see also SoGVRIlluminationSettings.reduceLightingOnLowGradientMagnitude
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
.
Azimuth (light1PolarPhi)¶
-
name:
light1PolarPhi
, type:
Float
, default:
0
, minimum:
-180
, maximum:
180
¶ See illumination of
SoGVRVolumeRenderer
.
Altitude (light1PolarRho)¶
-
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
.
Azimuth (light2PolarPhi)¶
-
name:
light2PolarPhi
, type:
Float
, default:
45
, minimum:
-180
, maximum:
180
¶ See illumination of
SoGVRVolumeRenderer
.
Altitude (light2PolarRho)¶
-
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 ofSoGVRVolumeRenderer
.
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
.
Azimuth (light3PolarPhi)¶
-
name:
light3PolarPhi
, type:
Float
, default:
-45
, minimum:
-180
, maximum:
180
¶ See illumination of
SoGVRVolumeRenderer
.
Altitude (light3PolarRho)¶
-
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:
1
, 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. |