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Type: Posts; User: Kal Mar

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    Re: off topic - Volume Rendering question

    Hi Mobeen

    Excuse me, maybe do you have any suggestions to render the hist2D as 2D texture for 16-bit datasets ?

    Thank you in advance.

    Have a nice day,

    Kal
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    Re: off topic - Volume Rendering question

    Hi Mobeen,

    I am very grateful for your valuable help. The problem was my code that was not correctly reading the data.


    I send the images that I get from the head and foot data set

    Have a...
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    Re: off topic - Volume Rendering question

    Hi Mobeen,

    I checked that my code is right computing the gradient histogram, but I don't get the expected result.

    Please, how are you mapping the scatterplots?

    My mapping is:
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    Re: off topic - Volume Rendering question

    Unfortunately, no.
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    Re: off topic - Volume Rendering question

    Thanks for your answer Mobeen,

    I corrected the error in the division. Very thanks.

    Currently I am testing with 8-bist dataset downloaded from volvis.org, especifically the foot and engine...
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    Re: off topic - Volume Rendering question

    Hi Mobeen

    I post mi code for compute the histogram:



    //8-bit dataset

    //dim[X] dimension of dataset in X
    //dim[Y] dimension of dataset in Y
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    Re: off topic - Volume Rendering question

    I'm sorry, my error was unintentional. Mobeen.

    Sincerely,

    Kal
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    Re: off topic - Volume Rendering question

    Hi Mobeem

    Your help served me and was very useful.

    But excuse me, I've trouble yet; after log-scale hist2D (without scaling), I plot the points and it has a bell form, similar to hist1D.
    ...
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    Re: off topic - Volume Rendering question

    Hi Mobeen

    I calculated the grad mag(its are right, I finish check it) by central difference,

    Vector3 sample1, sample2; //typedef vector (x,y,z)

    for (int z = 0; z < dim[Z]; z++) {
    for (int...
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    Re: off topic - Volume Rendering question

    Hi Mobbem

    You are right. I don't understand how to restrict the gradient value for get the arch. Please give me some ideas

    My plot of ct foot dataset is showed in:
    ...
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    off topic - Volume Rendering question

    Hi guys

    Please, I need help, I will be grateful. Any help is welcome.

    I am working in volume rendering and I have a trouble with the 2D Transfer Function (especifically displaying the scalar...
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    View Post

    Hi everybody

    I don’t disable my textures. Current, I have three: two 3D texture and one 1D texture, its works with 2 shaders. I like to draw a simple wireframe object, but my program don’t work....
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    Re: Help with glutPassiveMotionFunc

    hei david,

    I didn't know, for example, with the texture matrix we were doing translation.

    Are you remember that all transformation is done with the modelview matrix? or I am wrong ?

    If you...
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    Re: Help with glutPassiveMotionFunc

    Zbuffer,

    its, are float.
  15. Thread: MOUSE

    by Kal Mar
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    Re: MOUSE

    Hi, mappers,
    when you running your program, it is in windows coordinate, for transforming to object coordinate you can use gluUnProject function with respective parameters.
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    Help with glutPassiveMotionFunc

    Hi guys

    I have a stupid problem but i don't resolve.
    I like to translate an object according to passive movement of mouse, with callback glutPassiveMotionFunc.

    At initialize I draw my objetc,...
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    I dont disable texture

    Hey guys

    I textured a cube with textures (1D and 2D), next I want to graphics at scene a single triangle, but I can't apply color3f to triangle.

    I disabled a texture 1d and 2d, again continue...
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    Re: Help with ray casting - near plane

    Thanks all

    All is result.

    OPENGL and GLSL, the perfect combination: easy to do ray casting, without any buffer, only rendering the front faces of cube.
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    Re: Help with ray casting - near plane

    Hi Toneburst

    I read a Peters tutorial and tried to follow the process. I am working with glsl and create the texture2D as buffer for the final imagen rendered.
    I estimate the first sample with...
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    Help with ray casting - near plane

    Hi guys

    I implementing the ray casting algorithm but I have a great trouble.

    My basic idea was,

    At CPU
    1.Compute the nearest vertex of bounding box and the farthest vertex for determine the...
  21. Re: how to rendering bouding box for ray casting ?

    My basic idea was,

    At CPU
    1.Compute the nearest vertex of bounding box and the farthest vertex for determine the maximum distance for the ray traversal.
    2.Send the Min and Man values

    At GPU...
  22. Re: how to rendering bouding box for ray casting ?

    Hi guys, sorry all

    Somebody have any example o see good tutorial ?

    I must to begin to work, doesn't speech.
  23. Re: how to rendering bouding box for ray casting ?

    I am sorry, (cube = six faces, eight vertex and...).

    And how to render if I navigating into the volume, example, virtual colonoscopy ?
  24. how to rendering bouding box for ray casting ?

    Hi guys,

    I having a problem, I write a shader for gpu raycasting, but, I dont now how exactly how to "render the bounding box of volume", will be the 8 faces of cube rendered ?, I am confused with...
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    problem with glew

    I am sorry by stupid question,

    When I insert #include <GL/glew.h> my program is collapsed, not run, despite initialize glew.

    I am working in Linux, I need use fragment shader, but it isn't....
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