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test volume post
This commit is contained in:
parent
296ff991d9
commit
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@ -7,7 +7,7 @@ assets: /assets/blog/heic_depth_map
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thumbnail: /assets/blog/heic_depth_map/thumbnail.png
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social_image: /assets/blog/heic_depth_map/thumbnail.png
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alt: An image of the text "{...}" to suggest the idea of a template.
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alt: An image of my face, half is a normal colour photgraph and half is a depth map in black and white.
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model_viewer: true
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---
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24
_posts/2025-01-25-volume-rendering.md
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24
_posts/2025-01-25-volume-rendering.md
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---
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title: Volume Rendering
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layout: post
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excerpt:
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assets: /assets/blog/volume_rendering
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draft: true
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thumbnail: /assets/blog/volume_rendering/thumbnail.png
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social_image: /assets/blog/volume_rendering/thumbnail.png
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alt: A volumetric render of a CT scan of my jaw.
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model_viewer: true
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---
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Some text
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<figure>
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<img class="no-wc invertable" src="{{page.assets}}/billboard.png">
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<volume-viewer model="{{page.assets}}/volume_scan.data.gz" model-metadata="{{page.assets}}/volume_scan_meta.json" camera = '{"type":"perspective","position":[-3.598,-0.4154,1.971],"rotation":[0.2078,-1.06,0.1819],"zoom":1,"target":[0,0,0]}'>
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</volume-viewer>
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<figcaption class="no-wc">If you have JS enabled this is interactive.</figcaption>
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<figcaption class="has-wc">An interactive point cloud view of the depth data from the rear facing camera of my phone.</figcaption>
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</figure>
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@ -5,7 +5,8 @@
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}
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outline-model-viewer,
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point-cloud-viewer {
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point-cloud-viewer,
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volume-viewer {
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width: 100%;
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min-height: 300px;
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display: flex;
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BIN
assets/blog/volume_rendering/billboard.png
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assets/blog/volume_rendering/billboard.png
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After Width: | Height: | Size: 252 KiB |
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assets/blog/volume_rendering/thumbnail.png
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assets/blog/volume_rendering/thumbnail.png
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After Width: | Height: | Size: 77 KiB |
BIN
assets/blog/volume_rendering/volume_scan.data.gz
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assets/blog/volume_rendering/volume_scan.data.gz
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assets/blog/volume_rendering/volume_scan_meta.json
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assets/blog/volume_rendering/volume_scan_meta.json
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@ -0,0 +1 @@
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{"dtype": "uint8", "shape": [300, 300, 300]}
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140
assets/js/outline-model-viewer/VolumeShaders.js
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assets/js/outline-model-viewer/VolumeShaders.js
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export const vertexShader = `
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// Attributes.
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in vec3 position;
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// Uniforms.
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uniform mat4 modelMatrix;
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uniform mat4 modelViewMatrix;
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uniform mat4 projectionMatrix;
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uniform vec3 cameraPosition;
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// Output.
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out vec3 vOrigin; // Output ray origin.
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out vec3 vDirection; // Output ray direction.
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void main() {
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// Compute the ray origin in model space.
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vOrigin = vec3(inverse(modelMatrix) * vec4(cameraPosition, 1.0)).xyz;
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// Compute ray direction in model space.
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vDirection = position - vOrigin;
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// Compute vertex position in clip space.
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gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
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}
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`;
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export const fragmentShader = `
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precision highp sampler3D; // Precision for 3D texture sampling.
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precision highp float; // Precision for floating point numbers.
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uniform sampler3D dataTexture; // Sampler for the volume data texture.
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// uniform sampler2D colorTexture; // Sampler for the color palette texture.
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uniform float samplingRate; // The sampling rate.
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uniform float threshold; // Threshold to use for isosurface-style rendering.
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uniform float alphaScale; // Scaling of the color alpha value.
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uniform bool invertColor; // Option to invert the color palette.
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in vec3 vOrigin; // The interpolated ray origin from the vertex shader.
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in vec3 vDirection; // The interpolated ray direction from the vertex shader.
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out vec4 frag_color; // Output fragment color.
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// Sampling of the volume data texture.
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float sampleData(vec3 coord) {
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return texture(dataTexture, coord).x;
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}
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// Sampling of the color palette texture.
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vec4 sampleColor(float value) {
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// In case the color palette should be inverted, invert the texture coordinate to sample the color texture.
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float x = invertColor ? value : 1.0 - value;
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// return texture(colorTexture, vec2(x, 0.5));
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return vec4(x, x, x, 1.0);
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}
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// Intersection of a ray and an axis-aligned bounding box.
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// Returns the intersections as the minimum and maximum distance along the ray direction.
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vec2 intersectAABB(vec3 rayOrigin, vec3 rayDir, vec3 boxMin, vec3 boxMax) {
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vec3 tMin = (boxMin - rayOrigin) / rayDir;
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vec3 tMax = (boxMax - rayOrigin) / rayDir;
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vec3 t1 = min(tMin, tMax);
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vec3 t2 = max(tMin, tMax);
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float tNear = max(max(t1.x, t1.y), t1.z);
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float tFar = min(min(t2.x, t2.y), t2.z);
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return vec2(tNear, tFar);
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}
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// Volume sampling and composition.
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// Note that the code is inserted based on the selected algorithm in the user interface.
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vec4 compose(vec4 color, vec3 entryPoint, vec3 rayDir, float samples, float tStart, float tEnd, float tIncr) {
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// Composition of samples using maximum intensity projection.
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// Loop through all samples along the ray.
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float density = 0.0;
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for (float i = 0.0; i < samples; i += 1.0) {
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// Determine the sampling position.
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float t = tStart + tIncr * i; // Current distance along ray.
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vec3 p = entryPoint + rayDir * t; // Current position.
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// Sample the volume data at the current position.
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float value = sampleData(p);
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// Keep track of the maximum value.
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if (value > density) {
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// Store the value if it is greater than the previous values.
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density = value;
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}
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// Early exit the loop when the maximum possible value is found or the exit point is reached.
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if (density >= 1.0 || t > tEnd) {
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break;
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}
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}
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// Convert the found value to a color by sampling the color palette texture.
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color.rgb = sampleColor(density).rgb;
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// Modify the alpha value of the color to make lower values more transparent.
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color.a = alphaScale * (invertColor ? 1.0 - density : density);
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// Return the color for the ray.
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return color;
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}
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void main() {
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// Determine the intersection of the ray and the box.
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vec3 rayDir = normalize(vDirection);
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vec3 aabbmin = vec3(-0.5);
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vec3 aabbmax = vec3(0.5);
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vec2 intersection = intersectAABB(vOrigin, rayDir, aabbmin, aabbmax);
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// Initialize the fragment color.
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vec4 color = vec4(0.0);
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// Check if the intersection is valid, i.e., if the near distance is smaller than the far distance.
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if (intersection.x <= intersection.y) {
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// Clamp the near intersection distance when the camera is inside the box so we do not start sampling behind the camera.
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intersection.x = max(intersection.x, 0.0);
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// Compute the entry and exit points for the ray.
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vec3 entryPoint = vOrigin + rayDir * intersection.x;
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vec3 exitPoint = vOrigin + rayDir * intersection.y;
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// Determine the sampling rate and step size.
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// Entry Exit Align Corner sampling as described in
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// Volume Raycasting Sampling Revisited by Steneteg et al. 2019
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vec3 dimensions = vec3(textureSize(dataTexture, 0));
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vec3 entryToExit = exitPoint - entryPoint;
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float samples = ceil(samplingRate * length(entryToExit * (dimensions - vec3(1.0))));
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float tEnd = length(entryToExit);
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float tIncr = tEnd / samples;
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float tStart = 0.5 * tIncr;
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// Determine the entry point in texture space to simplify texture sampling.
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vec3 texEntry = (entryPoint - aabbmin) / (aabbmax - aabbmin);
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// Sample the volume along the ray and convert samples to color.
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color = compose(color, texEntry, rayDir, samples, tStart, tEnd, tIncr);
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}
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// Return the fragment color.
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frag_color = color;
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}`;
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assets/js/outline-model-viewer/VolumeViewer.js
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assets/js/outline-model-viewer/VolumeViewer.js
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import * as THREE from "three";
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import { OrbitControls } from "three/addons/controls/OrbitControls.js";
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import { Timer } from "three/addons/Addons.js";
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import { GUI } from "lil-gui";
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import { vertexShader, fragmentShader } from "./VolumeShaders.js";
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import {
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componentHTML,
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setupThreeJS,
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deserialiseCamera,
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deserialiseControls,
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} from "./helpers.js";
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async function load_metadata(metadata_path) {
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console.log("Loading metadata from", metadata_path);
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const metadata_res = await fetch(metadata_path);
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return await metadata_res.json();
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}
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async function load_model_bytes(model_path) {
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console.log("Loading model from", model_path);
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const res = await fetch(model_path);
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const buffer = await res.arrayBuffer();
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return new Uint8Array(buffer); // Create an uint8-array-view from the file buffer.
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}
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async function load_model_bytes_gzip(model_path, metadata_path, scene) {
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const ds = new DecompressionStream("gzip");
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const response = await fetch(model_path);
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const blob_in = await response.blob();
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const stream_in = blob_in.stream().pipeThrough(ds);
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const buffer = await new Response(stream_in).arrayBuffer();
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console.log("Decompressed Model size", buffer.byteLength);
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return new Uint8Array(buffer);
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}
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async function load_model(model_path, metadata_path, scene) {
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// If the model path ends in ".gz", we assume that the model is compressed.
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const model_promise = model_path.endsWith(".gz")
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? load_model_bytes_gzip(model_path, metadata_path, scene)
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: load_model_bytes(model_path);
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const [byteArray, metadata] = await Promise.all([
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model_promise,
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load_metadata(metadata_path),
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]);
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console.log("Loaded model with metadata", metadata);
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console.log("Model shape", metadata.shape);
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console.log("Model dtype", metadata.dtype);
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const texture = new THREE.Data3DTexture(
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byteArray, // The data values stored in the pixels of the texture.
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metadata.shape[2], // Width of texture.
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metadata.shape[1], // Height of texture.
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metadata.shape[0] // Depth of texture.
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);
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texture.format = THREE.RedFormat; // Our texture has only one channel (red).
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texture.type = THREE.UnsignedByteType; // The data type is 8 bit unsighed integer.
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texture.minFilter = THREE.LinearFilter; // Linear filter for minification.
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texture.magFilter = THREE.LinearFilter; // Linear filter for maximization.
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// Repeat edge values when sampling outside of texture boundaries.
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texture.wrapS = THREE.ClampToEdgeWrapping;
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texture.wrapT = THREE.ClampToEdgeWrapping;
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texture.wrapR = THREE.ClampToEdgeWrapping;
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// Mark texture for update so that the changes take effect.
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texture.needsUpdate = true;
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return { texture, metadata };
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}
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function make_box() {
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const geometry = new THREE.BoxGeometry(1, 1, 1);
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const box = new THREE.Mesh(geometry);
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box.scale.set(1, 1, 1);
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// box.scale.set(dataDescription.scale[0], dataDescription.scale[1], dataDescription.scale[2]);
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const line = new THREE.LineSegments(
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new THREE.EdgesGeometry(geometry),
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new THREE.LineBasicMaterial({ color: 0x999999 })
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);
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box.add(line);
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return box;
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}
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function volumeMaterial(texture, renderProps) {
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return new THREE.RawShaderMaterial({
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glslVersion: THREE.GLSL3, // Shader language version.
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uniforms: {
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dataTexture: { value: texture }, // Volume data texture.
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// colorTexture: { value: colorTexture }, // Color palette texture.
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cameraPosition: { value: new THREE.Vector3() }, // Current camera position.
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samplingRate: { value: renderProps.samplingRate }, // Sampling rate of the volume.
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threshold: { value: renderProps.threshold }, // Threshold for adjusting volume rendering.
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alphaScale: { value: renderProps.alphaScale }, // Alpha scale of volume rendering.
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invertColor: { value: renderProps.invertColor }, // Invert color palette.
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},
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vertexShader: vertexShader, // Vertex shader code.
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fragmentShader: fragmentShader, // Fragment shader code.
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side: THREE.BackSide, // Render only back-facing triangles of box geometry.
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transparent: true, // Use alpha channel / alpha blending when rendering.
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});
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}
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export class VolumeViewer extends HTMLElement {
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constructor() {
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super();
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this.isVisible = true;
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this.shadow = this.attachShadow({ mode: "open" });
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}
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connectedCallback() {
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const { container, canvas, scene, renderer, gui } = setupThreeJS(this);
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const model = this.getAttribute("model");
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const model_metadata = this.getAttribute("model-metadata");
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// Make a box that just holds some triangles that our shader will render onto.
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const box = make_box();
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scene.add(box);
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let material = null;
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load_model(model, model_metadata, scene).then(({ texture, metadata }) => {
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// Create the custom material with attached shaders.
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material = volumeMaterial(texture, renderProps);
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box.material = material;
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gui
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.add(material.uniforms.samplingRate, "value", 0.1, 2.0, 0.1)
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.name("Sampling Rate");
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gui
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.add(material.uniforms.threshold, "value", 0.0, 1.0, 0.01)
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.name("Threshold");
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gui
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.add(material.uniforms.alphaScale, "value", 0.1, 2.0, 0.1)
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.name("Alpha Scale");
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gui.add(material.uniforms.invertColor, "value").name("Invert Color");
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});
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const renderProps = {
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samplingRate: 1.0,
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threshold: 0.1,
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alphaScale: 1.0,
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invertColor: false,
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};
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const render = () => renderer.render(scene, this.camera);
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this.render = render;
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// --- OrbitControls ---
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this.controls = new OrbitControls(this.camera, renderer.domElement);
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this.controls.addEventListener("change", render);
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this.controls.enableDamping = true;
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this.controls.dampingFactor = 0.25;
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this.controls.autoRotate = true;
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deserialiseControls(this);
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canvas.addEventListener("click", () => {
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this.controls.autoRotate = false;
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});
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const ambientLight = new THREE.AmbientLight(0xffffff, 0.7);
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scene.add(ambientLight);
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const dirLight = new THREE.DirectionalLight(0xffffff, 0.7);
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dirLight.position.set(5, 5, 10);
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scene.add(dirLight);
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window.addEventListener("resize", this.onWindowResize, false);
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this.onWindowResize = () => {
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this.camera.aspect = canvas.clientWidth / canvas.clientHeight;
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this.camera.updateProjectionMatrix();
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renderer.setSize(canvas.clientWidth, canvas.clientHeight);
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};
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const timer = new Timer();
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const update = () => {
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if (this.isVisible) {
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timer.update();
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const delta = timer.getDelta();
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this.controls.update(delta);
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if (material)
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box.material.uniforms.cameraPosition.value.copy(this.camera.position);
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this.render();
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requestAnimationFrame(update);
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}
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};
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update();
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}
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}
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@ -17,8 +17,10 @@ import { CustomOutlinePass } from "./CustomOutlinePass.js";
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import FindSurfaces from "./FindSurfaces.js";
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import { PointCloudViewer } from "./PointCloudViewer.js";
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import { VolumeViewer } from "./VolumeViewer.js";
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customElements.define("point-cloud-viewer", PointCloudViewer);
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customElements.define("volume-viewer", VolumeViewer);
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// Todo:
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// Swap in the version of this code that has a debug GUI behind a flag
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