Gorilla.Volumetric.Mesh

Unit Gorilla.Volumetric.Mesh.pas

Classes

Records

Enumerations

Constants

  • const GORILLA_VOLUMETRIC_MESH_SIZES : array[0..10] of Integer = ;
  • const GORILLA_VOLUMETRIC_MESH_DATASIZE : array[0..3] of Integer = ;

TGorillaVolumetricMeshSize

enum TGorillaVolumetricMeshSize = ( vms4x4x4, vms8x8x8, vms16x16x16, vms32x32x32, vms64x64x64, vms128x128x128, vms256x256x256, vms512x512x512, vms768x768x768, vms1024x1024x1024, vmsCustom ) ;

Fixed volumetric mesh data sizes with equal size for width, height and depth. To set a custom size, for example with different depth, use "vmsCustom" and set "CustomSize" or "CustomWidth"/"CustomHeight"/"CustomDepth" properties.

TGorillaVolumetricMeshDataType

enum TGorillaVolumetricMeshDataType = ( vmdtUInt8, vmdtUInt16, vmdtHalfFloat, vmdtFloat ) ;

Type that defines the data size of each voxel inside of the provided 3D data.

TGorillaVolumetricMeshByteOrder

enum TGorillaVolumetricMeshByteOrder = ( vmboLittleEndian, vmboBigEndian ) ;

Depending on the provided raw data, sometimes a byte order swap is necessary.

TGorillaVolumetricMeshEncoding

enum TGorillaVolumetricMeshEncoding = ( vmeRAW ) ;

Type to define binary raw data. Currently only uncompressed data is supported.

TGorillaVolumetricMeshShape

enum TGorillaVolumetricMeshShape = ( vmsCube, vmsSphere, vmsCylinder ) ;

Type to define the surrounding rendered shape. This will affect the 3D ray projection. Default value is a cubic shape.

TGorillaVolumetricGamutMode

enum TGorillaVolumetricGamutMode = ( GamutNone, GamutByValue, GamutByValueMultiply, GamutBySum, GamutBySumMultiply ) ;

The gamut mode defines how values are applied to gamut texture

Remarks

GamutNone - gamut rendering is disabled

GamutByValue - gamut value will be applied by each value read from 3d-data.

GamutByValueMultiply - gamut value will be applied by each value read from 3d-data and multiplied with the original 3d-data value.

GamutBySum - gamut value will be applied to the final raytraced value.

GamutBySumMultiply - gamut value will be applied to the final raytraced value and multiplied with the original 3d-data value.

TGorillaVolumetricMeshMaterial

The basic render material defining raymarching shaders and holding all necessary properties. TGorillaVolumetricMeshMaterialSource and TGorillaVolumetricMesh will access those properties by wrapping methods.

Ancestors

Members

Fields

Methods

Properties

TGorillaVolumetricMeshMaterialSource

A material source setting up the final material shader. This is an embedded material source which will automatically be created by the TGorillaVolumetricMesh component.

Ancestors

Members

Fields

Methods

Properties

TGorillaVolumetricMesh

A volumetric mesh renders texture 3D data, f.e. from CT or MRT scans. It needs pre render passes for front and back face detection. It uses ray marching technique for rendering.

Ancestors

Members

Fields

Methods

Properties