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0.8.3:volumerendering [2022/04/08 09:51] – [NRRD File] admin0.8.3:volumerendering [2022/04/08 10:06] (current) – [Gamut Mapping] admin
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 You can of course fill the 3D data array also manually. You can of course fill the 3D data array also manually.
-In the following a simple code snippet showing how to implement such a procedure.+Pushing data to the 3D-texture by UpdateBuffer() expects to fill data correctly. Otherwise exception may occur. 
 + 
 +You have to take care of the 3D-texture size by the "Sizes" property of the component and the configured "DataType"
 + 
 +In the following a simple code snippet showing a procedure to fill a 512 x 512 x 512 with 4-Byte float values.
  
 <file pascal> <file pascal>
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   GorillaViewport1.Invalidate();   GorillaViewport1.Invalidate();
 </file> </file>
 +
 +===== Gamut Mapping =====
 +
 +Gamut is a colored texture to define how 3D values will be colored. 
 +Since 0.8.3.2265 this feature is available.
 +
 +Here an example of a simple gradient gamut texture:
 +
 +{{:0.8.3:gamut.jpg?nolink|}}
 +
 +
 +TGorillaVolumetricMesh allows to configure the coloring method by some properties:
 +
 +^Property^Description^
 +|Gamut|Texture used for mapping the 3D value during Raytracing|
 +|GamutMode|Defines when and how the value-color mapping happens. Here different modes are available: GamutNone, GamutByValue, GamutByValueMultiply, GamutBySum, GamutBySumMultiply|
 +|GamutFactor|A factor applied to the absolute 3D value before mapping onto the gamut texture (default value is 1.0)|
 +
 +=== Modes ===
 +
 +The available gamut modes allow to control the output of color mapping. 
 +
 +^Mode^Description^
 +|GamutNone|Gamut mapping is disabled|
 +|GamutByValue|Gamut mapping will be applied to each 3D value on the casted ray.|
 +|GamutByValueMultiply|Gamut mapping will be applied to each 3D value on the casted ray and afterwards multiplied with the previously computed color value.|
 +|GamutBySum|Gamut mapping will be applied to the final casted ray value.|
 +|GamutBySumMultiply|Gamut mapping will be applied to the final casted ray value and afterwards multiplied with the previously computed color value.|
  
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