Re: [osg-users] Antialiasing in Volume rendering

2012-06-26 Thread Robert Osfield
HI Clement,

On 26 June 2012 00:15,  clement@csiro.au wrote:
  If I extended the RayTracedTechnique and override the default VERTEX and 
 FRAGMENT glsl codes to replace my own glsl code, which will measure distance 
 along the ray.  Are you talking about this case to overcome the aliasing 
 artifact ?

You could implement your own VolumeTechnique which subclasses from
RayTrayTechnique or just directly from VolumeTechnique.  The shaders
will need to do the computation of the distances and sampling - the
current shaders can be found in OpenSceneGraph-Data/shaders and also
as source code in OpenSceneGraph/src/osgVolume/Shaders.

Robert.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Antialiasing in Volume rendering

2012-06-25 Thread Robert Osfield
Hi Clement,

On 24 June 2012 18:14,  clement@csiro.au wrote:
   I got aliasing problem on volume rendering.  I tried to set parameter 
 samples to 8 in class osg::GraphicsContext::Traits, but I still can see 
 aliasing.  Does anyone have an solution to stop aliasing.  Thanks.

Volume rendering won't tend to be too sensitive/responsive to full
screen anti-aliasing, rather then the way to improve visual quality
with volume rendering is to increase the number of samples taken along
the ray path when sampling the 3d texture.

Could you post an example of the aliasing you are seeing, this will
probably point to the problem.

Robert.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Antialiasing in Volume rendering

2012-06-25 Thread Clement.Chu
Thanks, Robert.

I attached two screen shots.  I found that aliasing would only appears on the 
side of the cube that has not been filled.  For example, the cube size is 100 x 
100 x 20.  If the cube is fully filled colour on all voxels, there is no 
aliasing on each surface.  Once there is a section of voxels has not been 
filled colour, you can see aliasing from this section.  I tried to increase the 
sample density, the colour becomes darker but the aliasing problem has not gone.


Regards,
Clement



From: osg-users-boun...@lists.openscenegraph.org 
[osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield 
[robert.osfi...@gmail.com]
Sent: Monday, 25 June 2012 6:29 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Antialiasing in Volume rendering

Hi Clement,

On 24 June 2012 18:14,  clement@csiro.au wrote:
   I got aliasing problem on volume rendering.  I tried to set parameter 
 samples to 8 in class osg::GraphicsContext::Traits, but I still can see 
 aliasing.  Does anyone have an solution to stop aliasing.  Thanks.

Volume rendering won't tend to be too sensitive/responsive to full
screen anti-aliasing, rather then the way to improve visual quality
with volume rendering is to increase the number of samples taken along
the ray path when sampling the 3d texture.

Could you post an example of the aliasing you are seeing, this will
probably point to the problem.

Robert.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Antialiasing in Volume rendering

2012-06-25 Thread Robert Osfield
Hi Clement,

On 25 June 2012 13:29,  clement@csiro.au wrote:
 Sorry, I forget to attach the images.

 Top image:  there is no aliasing.
 Bottom image:  aliasing appears on the side that has not been filled colour.

As I suspected the aliasing is down to under sampling of the ray, so
up the sample ratio.

Robert.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Antialiasing in Volume rendering

2012-06-25 Thread Robert Osfield
Hi Clement,

The datasets you are working of will always challenge a ray traced
sampler as there is sudden cutoff to a flat face so that any small
change in adjacent pixels can result in a enough of different sampling
as to result in a visible step.  Increasing sample density will
usually reduce the step and make it less obvious but unless you go sub
pixel it will likely remain visible.

Another route one could go is to use a different shader that samples
at texel centers rather than just a measured distance along the ray as
is done with the present shaders.

Also I think you'll find that this aliasing artefacts will be far less
noticeable on more normal volume datasets so it may be worth just
making a judgment call about whether these datasets are meaningful and
worthy of trying to optimize for.

Robert.

On 25 June 2012 17:55,  clement@csiro.au wrote:
 Hi Robert,

   Thanks for your advice.  It looks better if I increased sample density.  
 When I tried on another case, see the attachment.  If colour is filled in 
 center section only and increased the sample density, the aliasing became 
 much worse.  If I decreased the sample density, it looks better.  Dp you know 
 when should I adjust the sample density to reduce aliasing?


 Regards,
 Clement
 
 From: osg-users-boun...@lists.openscenegraph.org 
 [osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield 
 [robert.osfi...@gmail.com]
 Sent: Tuesday, 26 June 2012 1:34 AM
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] Antialiasing in Volume rendering

 Hi Clement,

 On 25 June 2012 13:29,  clement@csiro.au wrote:
 Sorry, I forget to attach the images.

 Top image:  there is no aliasing.
 Bottom image:  aliasing appears on the side that has not been filled colour.

 As I suspected the aliasing is down to under sampling of the ray, so
 up the sample ratio.

 Robert.
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Antialiasing in Volume rendering

2012-06-25 Thread Clement.Chu
Hi Robert,

  If I extended the RayTracedTechnique and override the default VERTEX and 
FRAGMENT glsl codes to replace my own glsl code, which will measure distance 
along the ray.  Are you talking about this case to overcome the aliasing 
artifact ?  


Regards,
Clement

From: osg-users-boun...@lists.openscenegraph.org 
[osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield 
[robert.osfi...@gmail.com]
Sent: Tuesday, 26 June 2012 4:41 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Antialiasing in Volume rendering

Hi Clement,

The datasets you are working of will always challenge a ray traced
sampler as there is sudden cutoff to a flat face so that any small
change in adjacent pixels can result in a enough of different sampling
as to result in a visible step.  Increasing sample density will
usually reduce the step and make it less obvious but unless you go sub
pixel it will likely remain visible.

Another route one could go is to use a different shader that samples
at texel centers rather than just a measured distance along the ray as
is done with the present shaders.

Also I think you'll find that this aliasing artefacts will be far less
noticeable on more normal volume datasets so it may be worth just
making a judgment call about whether these datasets are meaningful and
worthy of trying to optimize for.

Robert.

On 25 June 2012 17:55,  clement@csiro.au wrote:
 Hi Robert,

   Thanks for your advice.  It looks better if I increased sample density.  
 When I tried on another case, see the attachment.  If colour is filled in 
 center section only and increased the sample density, the aliasing became 
 much worse.  If I decreased the sample density, it looks better.  Dp you know 
 when should I adjust the sample density to reduce aliasing?


 Regards,
 Clement
 
 From: osg-users-boun...@lists.openscenegraph.org 
 [osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield 
 [robert.osfi...@gmail.com]
 Sent: Tuesday, 26 June 2012 1:34 AM
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] Antialiasing in Volume rendering

 Hi Clement,

 On 25 June 2012 13:29,  clement@csiro.au wrote:
 Sorry, I forget to attach the images.

 Top image:  there is no aliasing.
 Bottom image:  aliasing appears on the side that has not been filled colour.

 As I suspected the aliasing is down to under sampling of the ray, so
 up the sample ratio.

 Robert.
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] Antialiasing in Volume rendering

2012-06-24 Thread Clement.Chu
Hi,

   I got aliasing problem on volume rendering.  I tried to set parameter 
samples to 8 in class osg::GraphicsContext::Traits, but I still can see 
aliasing.  Does anyone have an solution to stop aliasing.  Thanks.


Regards,
Clement
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org