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Added (optional) cubic sampling, to fix staircase effect (#121)
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Added (optional) cubic sampling, to fix staircase effect
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mlavik1 authored Oct 17, 2022
1 parent ebc875a commit 70ed1d1
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Showing 6 changed files with 153 additions and 15 deletions.
11 changes: 11 additions & 0 deletions ACKNOWLEDGEMENTS.txt
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Expand Up @@ -16,3 +16,14 @@ Copyright 2020 NumFOCUS

SimpleITK is not included in this repository, but will optionally be downloaded if the user chooser enable it.
The license file will be stored together with the library in the Assets/3rdparty/SimpleITK directory.


CUDA Cubic B-Spline Interpolation shader.
Original source: https://github.com/DannyRuijters/CubicInterpolationCUDA/blob/master/examples/glCubicRayCast/tricubic.shader
Released under a revised BSD style license.

Copyright (c) 2008-2009, Danny Ruijters. All rights reserved.
http://www.dannyruijters.nl/cubicinterpolation/
This file is part of CUDA Cubic B-Spline Interpolation (CI).

See full license i TricubicSampling.cginc
16 changes: 9 additions & 7 deletions Assets/Editor/VolumeRenderedObjectCustomInspector.cs
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Expand Up @@ -8,7 +8,7 @@ public class VolumeRenderedObjectCustomInspector : Editor
{
private bool tfSettings = true;
private bool lightSettings = true;
private bool otherSettings = false;
private bool otherSettings = true;

public override void OnInspectorGUI()
{
Expand Down Expand Up @@ -64,14 +64,14 @@ public override void OnInspectorGUI()
}
}

// Other settings for direct volume rendering
if (volrendObj.GetRenderMode() == RenderMode.DirectVolumeRendering)
// Other settings
GUILayout.Space(10);
otherSettings = EditorGUILayout.Foldout(otherSettings, "Other Settings");
if (otherSettings)
{
GUILayout.Space(10);
otherSettings = EditorGUILayout.Foldout(otherSettings, "Other Settings");
if (otherSettings)
if (volrendObj.GetRenderMode() == RenderMode.DirectVolumeRendering)
{
// Temporary back-to-front rendering option
// Back-to-front rendering option
volrendObj.SetDVRBackwardEnabled(GUILayout.Toggle(volrendObj.GetDVRBackwardEnabled(), "Enable Back-to-Front Direct Volume Rendering"));

// Early ray termination for Front-to-back DVR
Expand All @@ -80,6 +80,8 @@ public override void OnInspectorGUI()
volrendObj.SetRayTerminationEnabled(GUILayout.Toggle(volrendObj.GetRayTerminationEnabled(), "Enable early ray termination"));
}
}

volrendObj.SetCubicInterpolationEnabled(GUILayout.Toggle(volrendObj.GetCubicInterpolationEnabled(), "Enable cubic interpolation (better quality)"));
}
}
}
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31 changes: 23 additions & 8 deletions Assets/Scripts/VolumeObject/VolumeRenderedObject.cs
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Expand Up @@ -32,6 +32,8 @@ public class VolumeRenderedObject : MonoBehaviour
private bool rayTerminationEnabled = true;
[SerializeField, HideInInspector]
private bool dvrBackward = false;
[SerializeField, HideInInspector]
private bool cubicInterpolationEnabled = false;

private CrossSectionManager crossSectionManager;

Expand Down Expand Up @@ -164,6 +166,20 @@ public void SetDVRBackwardEnabled(bool enable)
}
}

public bool GetCubicInterpolationEnabled()
{
return cubicInterpolationEnabled;
}

public void SetCubicInterpolationEnabled(bool enable)
{
if (enable != cubicInterpolationEnabled)
{
cubicInterpolationEnabled = enable;
UpdateMaterialProperties();
}
}

public void SetTransferFunction(TransferFunction tf)
{
this.transferFunction = tf;
Expand Down Expand Up @@ -223,24 +239,23 @@ private void UpdateMaterialProperties()

meshRenderer.sharedMaterial.SetFloat("_MinVal", visibilityWindow.x);
meshRenderer.sharedMaterial.SetFloat("_MaxVal", visibilityWindow.y);
meshRenderer.sharedMaterial.SetVector("_TextureSize", new Vector3(dataset.dimX, dataset.dimY, dataset.dimZ));

if (rayTerminationEnabled)
{
meshRenderer.sharedMaterial.EnableKeyword("RAY_TERMINATE_ON");
}
else
{
meshRenderer.sharedMaterial.DisableKeyword("RAY_TERMINATE_ON");
}

if (dvrBackward)
{
meshRenderer.sharedMaterial.EnableKeyword("DVR_BACKWARD_ON");
}
else
{
meshRenderer.sharedMaterial.DisableKeyword("DVR_BACKWARD_ON");
}

if(cubicInterpolationEnabled)
meshRenderer.sharedMaterial.EnableKeyword("CUBIC_INTERPOLATION_ON");
else
meshRenderer.sharedMaterial.DisableKeyword("CUBIC_INTERPOLATION_ON");

}

private void Start()
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11 changes: 11 additions & 0 deletions Assets/Shaders/DirectVolumeRenderingShader.shader
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Expand Up @@ -29,10 +29,12 @@
#pragma multi_compile __ DVR_BACKWARD_ON
#pragma multi_compile __ RAY_TERMINATE_ON
#pragma multi_compile __ USE_MAIN_LIGHT
#pragma multi_compile __ CUBIC_INTERPOLATION_ON
#pragma vertex vert
#pragma fragment frag

#include "UnityCG.cginc"
#include "TricubicSampling.cginc"

#define AMBIENT_LIGHTING_FACTOR 0.5
#define JITTER_FACTOR 5.0
Expand Down Expand Up @@ -67,6 +69,7 @@

float _MinVal;
float _MaxVal;
float3 _TextureSize;

#if CROSS_SECTION_ON
#define CROSS_SECTION_TYPE_PLANE 1
Expand Down Expand Up @@ -174,13 +177,21 @@
// Gets the density at the specified position
float getDensity(float3 pos)
{
#if CUBIC_INTERPOLATION_ON
return interpolateTricubicFast(_DataTex, float3(pos.x, pos.y, pos.z), _TextureSize);
#else
return tex3Dlod(_DataTex, float4(pos.x, pos.y, pos.z, 0.0f));
#endif
}

// Gets the gradient at the specified position
float3 getGradient(float3 pos)
{
#if CUBIC_INTERPOLATION_ON
return interpolateTricubicFast(_GradientTex, float3(pos.x, pos.y, pos.z), _TextureSize).rgb;
#else
return tex3Dlod(_GradientTex, float4(pos.x, pos.y, pos.z, 0.0f)).rgb;
#endif
}

// Get the light direction (using main light or view direction, based on setting)
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89 changes: 89 additions & 0 deletions Assets/Shaders/TricubicSampling.cginc
Original file line number Diff line number Diff line change
@@ -0,0 +1,89 @@
/*--------------------------------------------------------------------------*\
EDIT: This is a modified version
Original source: https://github.com/DannyRuijters/CubicInterpolationCUDA/blob/master/examples/glCubicRayCast/tricubic.shader
Copyright (c) 2008-2009, Danny Ruijters. All rights reserved.
http://www.dannyruijters.nl/cubicinterpolation/
This file is part of CUDA Cubic B-Spline Interpolation (CI).
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are met:
* Redistributions of source code must retain the above copyright
notice, this list of conditions and the following disclaimer.
* Redistributions in binary form must reproduce the above copyright
notice, this list of conditions and the following disclaimer in the
documentation and/or other materials provided with the distribution.
* Neither the name of the copyright holders nor the names of its
contributors may be used to endorse or promote products derived from
this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
POSSIBILITY OF SUCH DAMAGE.
The views and conclusions contained in the software and documentation are
those of the authors and should not be interpreted as representing official
policies, either expressed or implied.
When using this code in a scientific project, please cite one or all of the
following papers:
* Daniel Ruijters and Philippe Th�venaz,
GPU Prefilter for Accurate Cubic B-Spline Interpolation,
The Computer Journal, vol. 55, no. 1, pp. 15-20, January 2012.
http://dannyruijters.nl/docs/cudaPrefilter3.pdf
* Daniel Ruijters, Bart M. ter Haar Romeny, and Paul Suetens,
Efficient GPU-Based Texture Interpolation using Uniform B-Splines,
Journal of Graphics Tools, vol. 13, no. 4, pp. 61-69, 2008.
\*--------------------------------------------------------------------------*/

//! Tricubic interpolated texture lookup, using unnormalized coordinates.
//! Fast implementation, using 8 trilinear lookups.
//! @param tex 3D texture
//! @param texCoord normalized 3D texture coordinate
//! @param texSize size of the texture
float4 interpolateTricubicFast(sampler3D tex, float3 texCoord, float3 texSize)
{
// shift the coordinate from [0,1] to [-0.5, texSize-0.5]
float3 coord_grid = texCoord * texSize - 0.5;
float3 index = floor(coord_grid);
float3 fraction = coord_grid - index;
float3 one_frac = 1.0 - fraction;

float3 w0 = 1.0/6.0 * one_frac*one_frac*one_frac;
float3 w1 = 2.0/3.0 - 0.5 * fraction*fraction*(2.0-fraction);
float3 w2 = 2.0/3.0 - 0.5 * one_frac*one_frac*(2.0-one_frac);
float3 w3 = 1.0/6.0 * fraction*fraction*fraction;

float3 g0 = w0 + w1;
float3 g1 = w2 + w3;
float3 mult = 1.0 / texSize;
float3 h0 = mult * ((w1 / g0) - 0.5 + index); //h0 = w1/g0 - 1, move from [-0.5, texSize-0.5] to [0,1]
float3 h1 = mult * ((w3 / g1) + 1.5 + index); //h1 = w3/g1 + 1, move from [-0.5, texSize-0.5] to [0,1]

// fetch the eight linear interpolations
// weighting and fetching is interleaved for performance and stability reasons
float4 tex000 = tex3Dlod(tex, float4(h0, 0.0));
float4 tex100 = tex3Dlod(tex, float4(h1.x, h0.y, h0.z, 0.0));
tex000 = lerp(tex100, tex000, g0.x); //weigh along the x-direction
float4 tex010 = tex3Dlod(tex, float4(h0.x, h1.y, h0.z, 0.0));
float4 tex110 = tex3Dlod(tex, float4(h1.x, h1.y, h0.z, 0.0));
tex010 = lerp(tex110, tex010, g0.x); //weigh along the x-direction
tex000 = lerp(tex010, tex000, g0.y); //weigh along the y-direction
float4 tex001 = tex3Dlod(tex, float4(h0.x, h0.y, h1.z, 0.0));
float4 tex101 = tex3Dlod(tex, float4(h1.x, h0.y, h1.z, 0.0));
tex001 = lerp(tex101, tex001, g0.x); //weigh along the x-direction
float4 tex011 = tex3Dlod(tex, float4(h0.x, h1.y, h1.z, 0.0));
float4 tex111 = tex3Dlod(tex, float4(h1, 0.0));
tex011 = lerp(tex111, tex011, g0.x); //weigh along the x-direction
tex001 = lerp(tex011, tex001, g0.y); //weigh along the y-direction

return lerp(tex001, tex000, g0.z); //weigh along the z-direction
}
10 changes: 10 additions & 0 deletions Assets/Shaders/TricubicSampling.cginc.meta

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