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Custom shaders for volume rendering and data processing on GPU

Key Investigators

Project Description

Objective

  • Make custom GLSL shaders available in Slicer for:
    • custom volume rendering effects
    • GPU-accelerated image processing

Approach and Plan

  • 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)

Progress and Next Steps

  • Progress made at last project week

  • Get methods for uniforms

  • Discussed options for implementing and decided that it would be best to utilize and modify the classes in VTK

  • Existing implementation can render from vtkImageData back to vtkImageData

  • 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

  • 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

Result

  • To be completed

Illustrations

Philips 3D US Chroma-depth in PRISM Depth peeling in PRISM

Background and References