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- Kyle Sunderland (Queen's University, Canada)
- Steve Pieper (Isomics)
- Andras Lasso (Queen's University, Canada)
- Make custom GLSL shaders available in Slicer for:
- custom volume rendering effects
- GPU-accelerated image processing
- Improve recently added GLSL uniforms class
- Add GLSL code and variables to MRML nodes and displayable managers (use case: depth-encoded rendering)
- Make GPU-based filters work that have been developed for fractional labelmap processing
- Investigate existing implementation of GLSL shaders for image processing (vtkOpenGLFilters, vtkOpenGLTexture)
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Discussed options for implementing and decided that it would be best to utilize and modify the classes in VTK
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Existing implementation can render from vtkImageData back to vtkImageData
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Need to implement a class that be used for multi-pass image processing algorithms to be run through GLSL shaders, without returning the intermediate result to memory
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Next steps:
- Fork SlicerVTK and develop VTK based classes for GLSL image processing algorithms (see vtkOpenGLImageAlgorithmHelper)
- Support for multipass algorithms wihtout writing back to memory
- To be completed
Philips 3D US | Chroma-depth in PRISM | Depth peeling in PRISM |
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