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:

../../../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.

see also SoGVRIlluminationSettings.self

Parameter Fields

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.

see also SoGVRIlluminationSettings.enhancementAlphaMix

Enabled (boundaryEnhancement)

name: boundaryEnhancement, type: Bool, default: FALSE

See illumination of SoGVRVolumeRenderer.

see also SoGVRIlluminationSettings.boundaryEnhancement

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.

see also SoGVRIlluminationSettings.silhouetteEnhancement

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.

see also SoGVRIlluminationSettings.toneShading

Warm Color

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

See illumination of SoGVRVolumeRenderer.

see also SoGVRIlluminationSettings.toneShadingWarmColor

Cold Color

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

See illumination of SoGVRVolumeRenderer.

see also SoGVRIlluminationSettings.toneShadingColdColor

Warm Diffuse

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

See illumination of SoGVRVolumeRenderer.

see also SoGVRIlluminationSettings.toneShadingWarmDiffuse

Cold Diffuse

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

See illumination of SoGVRVolumeRenderer.

see also SoGVRIlluminationSettings.toneShadingColdDiffuse

Angle

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

See illumination of SoGVRVolumeRenderer.

see also SoGVRIlluminationSettings.toneShadingAngle

Ambient

name: materialAmbient, type: Float, default: 0.15000001, minimum: 0, maximum: 1

See illumination of SoGVRVolumeRenderer.

see also SoGVRIlluminationSettings.materialAmbient

Diffuse

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

See illumination of SoGVRVolumeRenderer.

see also SoGVRIlluminationSettings.materialDiffuse

Specular

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

See illumination of SoGVRVolumeRenderer.

see also SoGVRIlluminationSettings.materialSpecular

Specularity

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

See illumination of SoGVRVolumeRenderer.

see also SoGVRIlluminationSettings.materialSpecularity

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.

see also SoGVRIlluminationSettings.light1Enabled

Diffuse Intensity (light1DiffuseIntensity)

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

See illumination of SoGVRVolumeRenderer.

see also SoGVRIlluminationSettings.light1DiffuseIntensity

Specular Intensity (light1SpecularIntensity)

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

See illumination of SoGVRVolumeRenderer.

see also SoGVRIlluminationSettings.light1SpecularIntensity

Color (light1Color)

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

See illumination of SoGVRVolumeRenderer.

see also SoGVRIlluminationSettings.light1Color

Azimuth (light1PolarPhi)

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

See illumination of SoGVRVolumeRenderer.

see also SoGVRIlluminationSettings.light1PolarPhi

Altitude (light1PolarRho)

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

See illumination of SoGVRVolumeRenderer.

see also SoGVRIlluminationSettings.light1PolarRho

Enabled (light2Enabled)

name: light2Enabled, type: Bool, default: FALSE

See illumination of SoGVRVolumeRenderer.

see also SoGVRIlluminationSettings.light2Enabled

Diffuse Intensity (light2DiffuseIntensity)

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

See illumination of SoGVRVolumeRenderer.

see also SoGVRIlluminationSettings.light2DiffuseIntensity

Specular Intensity (light2SpecularIntensity)

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

See illumination of SoGVRVolumeRenderer.

see also SoGVRIlluminationSettings.light2SpecularIntensity

Color (light2Color)

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

See illumination of SoGVRVolumeRenderer.

see also SoGVRIlluminationSettings.light2Color

Azimuth (light2PolarPhi)

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

See illumination of SoGVRVolumeRenderer.

see also SoGVRIlluminationSettings.light2PolarPhi

Altitude (light2PolarRho)

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

See illumination of SoGVRVolumeRenderer.

see also SoGVRIlluminationSettings.light2PolarRho

Enabled (light3Enabled)

name: light3Enabled, type: Bool, default: FALSE

See illumination of SoGVRVolumeRenderer.

see also SoGVRIlluminationSettings.light3Enabled

Diffuse Intensity (light3DiffuseIntensity)

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

See illumination of SoGVRVolumeRenderer.See illumination of SoGVRVolumeRenderer.

see also SoGVRIlluminationSettings.light3DiffuseIntensity

Specular Intensity (light3SpecularIntensity)

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

See illumination of SoGVRVolumeRenderer.

see also SoGVRIlluminationSettings.light3SpecularIntensity

Color (light3Color)

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

See illumination of SoGVRVolumeRenderer.

see also SoGVRIlluminationSettings.light3Color

Azimuth (light3PolarPhi)

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

See illumination of SoGVRVolumeRenderer.

see also SoGVRIlluminationSettings.light3PolarPhi

Altitude (light3PolarRho)

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

See illumination of SoGVRVolumeRenderer.

see also SoGVRIlluminationSettings.light3PolarRho

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.

Hidden Fields

renderMode

name: renderMode, type: Enum, default: Illuminated

see SoGVRIlluminationSettings.renderMode

blendMode

name: blendMode, type: Enum, default: Blend

see SoGVRIlluminationSettings.blendMode