Skip to content

SuperIzzo/Vroom3D

Folders and files

NameName
Last commit message
Last commit date

Latest commit

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Repository files navigation

                    __  __                                          __    ____      
                   /\ \/\ \                                       /'__`\ /\  _`\    
                   \ \ \ \ \  _ __   ___     ___     ___ ___     /\_\L\ \\ \ \/\ \  
                    \ \ \ \ \/\`'__\/ __`\  / __`\ /' __` __`\   \/_/_\_<_\ \ \ \ \ 
                     \ \ \_/ \ \ \//\ \L\ \/\ \L\ \/\ \/\ \/\ \    /\ \L\ \\ \ \_\ \
                      \ `\___/\ \_\\ \____/\ \____/\ \_\ \_\ \_\   \ \____/ \ \____/
                       `\/__/  \/_/ \/___/  \/___/  \/_/\/_/\/_/    \/___/   \/___/ 
                    
                                                 v0.1
                                          Release:  26/04/2013

SUMMARY

Vroom3D (Volume Rendering Object Oriented Machine) is a open source real-time direct volume rendering (DVR) engine, written in C++ and GLSL. It designed to be minimal and portable library and is targeted primarily at games.

The current features include:

  • Volume rendering using 3D texture mapping
  • CPU and GPU based gradient computation (normals)
  • Basic Blinn-Phong and cell (toon) shading
  • Basic and incomplete multi-isntance support and scene mamagent
  1. Software Requirements ===============================

HARDWARE

Vroom tries to be as low demanding on the hardware as possible, but the graphics card should support at least 3D texture mapping and shaders. The exact GL shader language version is not known yet, but the more recent the better. The demo has run on machines with 128MB of VRAM, the allowed dimensions for 3D textures also vary from one graphics card to the next, the demo requires at least 128 voxels.

SOFTWARE

The software has been developed and tested mostly on Windows 7, it is known to have run successfully on Windows XP, but even though it does not directly call OS specific code no guarantees can be made that it will happily work on other platforms.

The OpenGL library must be present and also make sure you have the appropriate graphics drivers installed.

  1. Compiling the Source =============================== The project has been built using Visual C++ 2010, but any newer version of VC++ should do.

You will are unlikely to be able to compile the source directly from the CD, so you should copy at least the "src", "include", "test", "proj" and "sub" directories to a location you have write permissions to. And if you want to run it you will also need to copy "data" as well. The solution file can be found at:

                   <Vroom3D>\proj\MSVS_2010\Vroom3D.sln

Use the build button in VC++. The project is setup to run unit tests after it has been compiled and some of them test OpenGL function calls, your built may fail if the machine you compile the sources does not meet the minimal requirements. If you build with the debug configuration the executable will be created in "bin\Debug", for the release it will be in "bin\Release".

When the demo is built, before you run it, make sure that "glew32.dll" can be found by the executable. The simplest way to do this is to drop the library in the same directory, or alternatively (and worse) you can add its destination to the path. You can find the dll at:

               <Vroom3D>\sub\glew-1.9.0-win32\bin\glew32.dll
  1. Running the Demo ===============================

CONTROLS Unfortunately the demo does not come with a fancy GUI and may be a little hard and unintuitive to use. It is mainly controlled with key presses which change internal states and parameters. The control scheme is as follows:

  • [ up/down arrow keys ] - change the number of slice
  • [ left/right arrow keys ] - change the spacing exponent (bundles more slices towards the camera)
  • [ M ] - alternates between 3 volume models: 1) brick wall 2) a test volume 3) human head
  • [ L ] - toggles between shading modes 1) off 2) Blinn-Phong 3) cell (toon) shading
  • [ N ] - shows the normal map of the volume
  • [ B ] - draws a bounding box around the volume
  • [ S ] - draws the outline of the polygon slices ( also drops the frame rate twice )
  1. Dependencies =============================== Eigen - linear algebra library Version: 3.1.1 Authors: Gael Guennebaud, Benoit Jacob and others Website: http://eigen.tuxfamily.org/ License: MPL2

GLEW - an OpenGL extension wrapper; easy access to non-core OpenGL functions Version: 1.9.0 Authors: Milan Ikits and Marcelo Magallon Website: http://glew.sourceforge.net/ License: Modified BSD License

rapidxml - tiny and fast XML parser implementation Version: 1.13 Authors: Marcin Kalicinski Website: http://rapidxml.sourceforge.net/license.txt License: MIT // Boost Software License

SFML - Simple and Fast Multimedia Library Version: 2.0 Authors: Laurent Gomila Website: http://www.sfml-dev.org/ License: zlib/png License

UnitTest++ - unit testing library framework Version: 1.4 Authors: Noel Llopis and Charles Nicholson Website: http://unittest-cpp.sourceforge.net/ License: MIT

Yasper - a simple, small and portable smart pointer library Version: 1.04 Authors: Alex Rubinsteyn Website: http://yasper.sourceforge.net/ License: zlib/libpng License

About

Volume Rendering Object-Oriented Motor 3D

Resources

Stars

Watchers

Forks

Packages

No packages published