Anybody interested-
I’ve now got a very nice JOGL volume rendering implementation completed for my company’s custom system. I couldn’t have pulled it off without lots of good help from this forum (special thanks to Ken. he kicks ass). Between help from everybody here and my handy dandy blue book… i’ve gone from graphics n00b to a decent shader-based volume renderer. I’ve attached some screenshots of my renderer in action. Here are some details:
- dataset size is only limited by driver limits & available system memory
- able to load arbitrary geometry in the form of CAD files provided by our mechanical engineers
- can inlay arbitrary geometry into the volume-rendered block
- arbitrary cross-section cutting of the volume
- can update the dataset on the fly in near-realtime
- click & drag free rotation & zoom
- runs at reasonable (25-30~ish fps) framerates on 6800GS
- smooth as silk on any 7000 series with >12 pixel pipes
- haven’t tested on ATI hardware
- renderer supports full color volume datasets, though at the moment we only use it for greyscale
In the attached screenshots, the block of greyscale data is rendered volumetrically with a GPU raycaster, while the slice plane, logo, control buttons, and machine parts are rendered geometrically. Enjoy the screenshots, and thanks for feeding the forum. Company policies won’t allow me to share code, but I’ll give back all the help I can if anyone is having trouble getting something similar up and running. I couldn’t have made this thing without the info & help i got here!
-hifujava