Re: [osg-users] Multipass Technique

2016-04-21 Thread Robert Osfield
Hi Alex,

On 20 April 2016 at 21:02, Alex Taylor  wrote:

> I'm interested in trying out the MultiPassTechnique for for volume
> rendering and I have a few questions after looking through the source code
> and the example.
>
> 1) In the example, here is the description of the convex hull that can be
> used by MultipassTechnique:
>
> --hull","load 3D hull that defines the extents of the region to volume
> render.
>
> The hull is then read in from a file, if specified. My first question is,
> what is the expected form of the geometry that one adds to the Tile via
> addChild? It's not clear to me in the example without seeing an example of
> a file that contains a hull.
>

The hull just needs to contain a geometry mesh that represents the boundary
of the volume you want to render.  The way MultipassTechnique works is to
render the back side of the hull to one depth texture and then the front
side to another depth texture.  Then during the ray tracing of the volume
data it checks the two depth textures to work out where the ray should
start and finish.



>
> 2) There are different shaders and enums for three different scenarios:
> CUBE, HULL, and CUBE AND HULL. What do each of these scenarios mean? When
> would each be useful?
>

I can't recall the exact details off the top of my head, but they'll be
something like CUBE - just render the volume tile as a straight cube, HULL
- render the hull to two depth textures and constrain the volume rendering
between these, CUBE AND HULL - render the full cube but use two different
settings for alpha within the HULL vs outside the HULL but still inside the
CUBE.



>
> 3) I'm interested in Multi-pass technique because I'd like to be able to
> implement a clipping "ROI" defined by an data-axes aligned cube. Would it
> be possible to define a cube shaped convex hull and have the portion of my
> data that is inside be rendered and have the portion outside the cube be
> clipped? Is this within the use cases that were in mind when Multipass
> Technique was added?
>

I am not clear on what you have in mind here so can't answer.


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


[osg-users] Multipass Technique

2016-04-20 Thread Alex Taylor
Hi all,

I'm interested in trying out the MultiPassTechnique for for volume
rendering and I have a few questions after looking through the source code
and the example.

1) In the example, here is the description of the convex hull that can be
used by MultipassTechnique:

--hull","load 3D hull that defines the extents of the region to volume
render.

The hull is then read in from a file, if specified. My first question is,
what is the expected form of the geometry that one adds to the Tile via
addChild? It's not clear to me in the example without seeing an example of
a file that contains a hull.

2) There are different shaders and enums for three different scenarios:
CUBE, HULL, and CUBE AND HULL. What do each of these scenarios mean? When
would each be useful?

3) I'm interested in Multi-pass technique because I'd like to be able to
implement a clipping "ROI" defined by an data-axes aligned cube. Would it
be possible to define a cube shaped convex hull and have the portion of my
data that is inside be rendered and have the portion outside the cube be
clipped? Is this within the use cases that were in mind when Multipass
Technique was added?

I appreciate any help people can give me, I'd really like to get started
with MultipassTechnique, looks like a good addition to the library.

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