Programmer Documentation
What is the 3D-Texture Based Volume Rendering?
Direct volume
rendering has become an invaluable visualization technique for a wide variety
of applications. Our 3D texture-based volume rendering software runs on
commodity PC clusters. The software exploits the hardware accelerated 3D
texture mapping that is available on commodity graphics processors today.
What is the Parallel Volume Rendering Server?
The Parallel
Volume Rendering server is a parallel multi-PC volume rendering system using
off-the-shelf commodity components. This Volume Rendering server provides the
combined geometry and volume rendering.
The parallel
volume rendering server runs in two modes:
1.
A single tile display
– generates 1280x1024 Image or less and sends the image to client.
2.
Multi-tiled display –
generates a very large tiled immersive image and displays the image with
display servers.
What is the Parallel Multi-tiled Display Paralleled Volume Rendering?
The Parallel Multi-tiled
Display Paralleled Volume Rendering is an application of very large tiled
immersive displays with Volume data. This application is to display the
Rendered Image with high resolution.
Requirements
The following are
the requirements for hardware and installing the Volume Rendering Server.
Hardware:
An
NVIDIA GeForce3 card or greater for each Computer
Software:
Glut library
MPI library
CORBA library
The following are
the requirements for hardware and installing the display Server.
Hardware:
An
NVIDIA GeForce2 card or greater for each Computer
Software:
Glut library
CORBA library
Installation
The latest
detailed installation instructions can be found in a file called README in the
3D Based Volume Rendering distribution.
Inputs to the Volume Rendering Server
The 3D Based
Volume Rendering server currently accepts CCV’s raw(without header), rawiv(with
header), slice and rawV(with variables) file types.
Raw
Rawiv
Slice
RawV
Creating DataInfo.txt
Each Sub-node
reads this DataInfo.txt file and loads the indicated dataset.
# is used as a
comment.
Write information
with the following order.
dataset name i.e)
vhmale_128*128*128
data type with
format i.e)
RAWIVUC, RAWUS, RAWSLICEUS
data full path
dimX dimY dimZ
- number of vertices of in X Y Z direction resplectively
StartFileNum NumOfFile
- start file number number of file
FileExtension
- i.e) fre for Slice format, NULL for others
Min Max
- minimum value maximum value
ratioX ratioY ratioZ
A Description of Ipaq Client interface
The client is
associated with a Compaq iPAQ Pocket PC. The Client receives information such
as the location, the Zoom of Object, rotation Matrix, and transfer function from
wireless controller. The client sends all information to Rendering Server.

1. Top 10 white
boxes indicate each projector and the longhorn symbol object position.
Change the position of object is done by pointing
anywhere within 10 white boxes or pointing the longhorn symbol and drag around.
2. The center
cube represents the object.
Changing the Rotation Matrix is done by rotating the cube.
3. The right
green color rectangle is for changing Zoom.
Changing the Zoom is done by
pointing and dragging up for Zoom in and down for Zoom out.
Editing the Transfer Function with Ipaq (wireless controller)
The volume
rendering transfer function assigns colors and opacities to different densities
in the dataset. In Some sense your visualization is only as good as your
transfer function. Becoming proficient with the Volume Rover’s Colormap Editor
will serve you well.
Opacity
Function
Changing the
opacity function is done by moving Alpha Nodes around. To move an Alpha Node,
point the pen on the node and drag. To add more Alpha Nodes to your opacity
function, point the pen and hold on the colormap editor to bring up the small
menu shown in the figure of the Colormap Editor. Then point on Add -> Alpha
Node. Adding more Alpha Nodes gives your greater control over the shape of the
opacity function.
Colors
The color
spectrum of the Colormap Editor can be changed by editing, adding and moving
color nodes.
Editing To change the color of an existing color
node, point and hold on the color node to display the Colormap Editor menu.
Click Edit to bring up a standard color selection dialog.
Adding To add a color node, bring up the Colormap
Editor Menu and select Add -> Colornode. You can change the color of the
node by following the procedure for editing.
Moving Color nodes can be moved left and right
along the Colormap Editor by left clicking and dragging.
Transfer
Function Files
For a particular
dataset, arriving at a good transfer function is a trial and error process. It
is the most time consuming part of using the iPAQ control. Therefore, the Colormap
Editor’s settings can be saved and loaded up later.
Point and hold on
the Colormap Editor to bring up the menu and click on save.
The suffix for
transfer function files is *.vinay. Transfer function files must be called *.vinay.
|