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update volume viewer
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@ -161,6 +161,8 @@ f.savefig("hist.svg")
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We could probably get away with clamping all the data from -1000 to -500 to one air value, which would free up a lot of our limited 0-225 for the more interesting stuff happening between -100 and 400. But I didn't really notice an issues with the quantisation so I didn't pursue this.
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EDIT: After I implemented the iso-surface rendering mode and found that I could see interesting regions like my windpipe and inside my sinuses I wondered if having more density precision would help see them. So I using float16 or float32 textures but didn't see much improvement at the expense of doubling or quadrupling the file size, so I switched back to 8 bit values.
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## Viewing the Data
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For the viewer I mostly copied the code from [this excellent tutorial](https://observablehq.com/@mroehlig/3d-volume-rendering-with-webgl-three-js) and integrated it into my existing three.js helper methods.
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@ -29,10 +29,12 @@ 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 int renderMode; // Rendering mode.
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uniform float samplingRate; // The sampling rate.
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uniform float clampMin; // Clamp values below this value to 0.
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uniform float clampMax; // Clamp values above this value to 1.
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uniform float threshold; // Threshold to use for isosurface-style rendering.
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uniform float iso_threshold; // Threshold to use for isosurface-style rendering.
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uniform float iso_width; // 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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@ -70,9 +72,15 @@ vec2 intersectAABB(vec3 rayOrigin, vec3 rayDir, vec3 boxMin, vec3 boxMax) {
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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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float max_density = 0.0;
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float min_density = 1.0;
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float mean_density = 0.0;
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int mean_samples = 0;
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float iso_depth = 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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@ -83,19 +91,39 @@ vec4 compose(vec4 color, vec3 entryPoint, vec3 rayDir, float samples, float tSta
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value = value < clampMin ? 0. : value;
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value = value > clampMax ? 0. : value;
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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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if (value > max_density) {
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max_density = value;
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}
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if (value < min_density && value > 0.0) {
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min_density = value;
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}
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if (value > 0.0) {
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mean_density += value;
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mean_samples += 1;
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}
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if (abs(value - iso_threshold) < iso_width && iso_depth == 0.0) {
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iso_depth = 1.;
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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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// Early exit if the exit point is reached.
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if (t > tEnd) {
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break;
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}
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}
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// Compute the final density value based on the selected rendering mode.
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mean_density = mean_samples > 0 ? mean_density / float(mean_samples) : 0.0;
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float density = 0.0;
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if (renderMode == 0) {
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density = max_density;
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} else if (renderMode == 1) {
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density = mean_density;
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} else if (renderMode == 2) {
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density = min_density;
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} else if (renderMode == 3) {
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density = iso_depth;
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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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@ -11,56 +11,81 @@ import {
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deserialiseControls,
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} from "./helpers.js";
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// See https://stackoverflow.com/questions/62003464/what-is-relation-between-type-and-format-of-texture
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// https://webgl2fundamentals.org/webgl/lessons/webgl-data-textures.html
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const dtypes = {
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uint8: {
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internalFormat: "R8",
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format: THREE.RedFormat,
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type: THREE.UnsignedByteType,
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array_type: Uint8Array,
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},
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float16: {
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internalFormat: "R16F",
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format: THREE.RedFormat,
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type: THREE.HalfFloatType,
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array_type: Uint16Array,
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},
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float32: {
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internalFormat: "R32F",
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format: THREE.RedFormat,
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type: THREE.FloatType,
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array_type: Float32Array,
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},
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};
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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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async function load_model_compressed_bytes(model_path) {
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const model_response = await fetch(model_path);
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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 blob_in = await model_response.blob();
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console.log("Compressed Model size", blob_in.size);
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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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return buffer;
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}
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async function load_model_bytes_gzip(model_path, metadata_path) {
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const [metadata, model_buffer] = await Promise.all([
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load_metadata(metadata_path),
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load_model_compressed_bytes(model_path),
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]);
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const array_type = dtypes[metadata.dtype].array_type;
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return [metadata, new array_type(model_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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const [metadata, model_data] = await load_model_bytes_gzip(
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model_path,
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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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model_data, // 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.internalFormat = dtypes[metadata.dtype].internalFormat;
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texture.format = dtypes[metadata.dtype].format;
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texture.type = dtypes[metadata.dtype].type;
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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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// texture.minFilter = THREE.NearestFilter; // Nearest filter for minification.
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// texture.magFilter = THREE.NearestFilter; // Nearest 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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@ -93,13 +118,16 @@ function volumeMaterial(texture, renderProps) {
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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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renderMode: { value: renderProps.renderMode }, // Rendering mode.
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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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clampMin: { value: renderProps.clampMin }, // Clamp values below this value to 0.
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clampMax: { value: renderProps.clampMax }, // Clamp values above this value to 1.
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threshold: { value: renderProps.threshold }, // Threshold for adjusting volume rendering.
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iso_threshold: { value: renderProps.iso_threshold }, // Threshold for adjusting volume rendering.
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iso_width: { value: renderProps.iso_width }, // 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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@ -127,11 +155,21 @@ export class VolumeViewer extends HTMLElement {
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const box = make_box();
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scene.add(box);
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const renderModes = {
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"Max Intensity": 0,
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"Mean Intensity": 1,
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"Min Intensity": 2,
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Isosurface: 3,
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};
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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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material = volumeMaterial(texture, presets.Default);
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box.material = material;
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gui
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.add(material.uniforms.renderMode, "value", renderModes)
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.name("Render Mode");
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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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@ -142,23 +180,76 @@ export class VolumeViewer extends HTMLElement {
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.add(material.uniforms.clampMax, "value", 0.0, 1.0, 0.01)
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.name("Clamp Max");
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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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.add(material.uniforms.iso_threshold, "value", 0.0, 1.0, 0.01)
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.name("Isosurface Threshold");
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gui
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.add(material.uniforms.iso_width, "value", 0.0, 0.05, 0.001)
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.name("Isosurface Width");
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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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clampMin: 0.0,
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clampMax: 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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const presets = {
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Default: {
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renderMode: 0,
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samplingRate: 1.0,
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clampMin: 0.0,
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clampMax: 1.0,
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iso_threshold: 0.1,
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iso_width: 0.01,
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alphaScale: 1.0,
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invertColor: false,
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},
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"Air Pockets": {
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alphaScale: 2,
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clampMax: 1,
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clampMin: 0,
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invertColor: false,
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iso_threshold: 0.06,
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iso_width: 0.002,
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renderMode: 3,
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samplingRate: 1,
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},
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};
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// Add a button to print the current settings to the console
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gui
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.add(
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{
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printSettings: () =>
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console.log(
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Object.fromEntries(
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Object.keys(presets.Default).map((key) => [
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key,
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material?.uniforms[key]?.value,
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])
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)
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),
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},
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"printSettings"
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)
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.name("Print Current Settings");
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// Add a dropdown to select a preset
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let renderProps = {
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presets: "Default",
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};
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gui
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.add(renderProps, "preset", presets)
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.onChange((preset) => {
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Object.keys(preset).forEach((key) => {
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if (material.uniforms[key]) {
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material.uniforms[key].value = preset[key];
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} else {
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console.warn(`No uniform found for ${key}`);
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}
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});
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gui.controllers.forEach((control) => control.updateDisplay());
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})
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.name("Presets");
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const render = () => renderer.render(scene, this.camera);
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this.render = render;
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@ -188,6 +279,8 @@ export class VolumeViewer extends HTMLElement {
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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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this.onWindowResize();
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const timer = new Timer();
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const update = () => {
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@ -169,7 +169,7 @@ function componentHTML(component_rect) {
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#container.fullscreen .lil-gui.root {
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margin-top: 0;
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width: 200px;
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width: 50%;
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}
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</style>
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`;
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