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Re: [Public WebGL] Volume Textures



Hires Color worked for me -- and it's quite cool!  John, I'm curious, what are the resolutions of the lowres/highres datasets?  (Both as a 2d texture and the equivalent volume texture.)

    - Vlad

----- Original Message -----
> Wow, that's really cool!
> 
> Do any of the other buttons aside from Aorta LowRes Color work at the
> moment? It could use a loading progress indicator.
> 
> -Ken
> 
> P.S. Please post to https://groups.google.com/group/webgl-dev-list ,
> although your post is certainly relevant to this preexisting thread
> and a good existence proof that the techniques are currently possible.
> :)
> 
> On Fri, Apr 1, 2011 at 3:23 AM, John Congote <jcongote@vicomtech.org>
> wrote:
> > Hello
> >
> > We have published a demo of out Volume Rendering implementation, you
> > can find it here:
> > http://demos.vicomtech.org/volren/
> >
> > Feel free to give us any comments, they will be very appreciated.
> >
> > John
> >
> > 2011/3/29 Ribble, Maurice <mribble@qualcomm.com>:
> >> John, that sounds interesting. I did some volume rendering many
> >> years ago and I always find alternate techniques interesting. I'm
> >> going to keep an eye out for that. Thanks for sharing!
> >>
> >> I wanted to clarify that all Adreno 200, 205, and 220 GPUs support
> >> the OES_texture_3D extension. There is very wide spread market
> >> adoption of the Adreno 200 family of GPUs. Qualcomm will continue
> >> supporting 3D textures with future versions of our Adreno GPUs in
> >> OpenGL ES.
> >>
> >> While I can't speak for WebGL I can say that with OpenGL ES it is
> >> common for application developers to detect extension strings and
> >> have various paths depending on what extensions are supported. This
> >> gives developers the choice with a little extra work to optimize
> >> their apps for different hardware. To me it doesn't seem that
> >> different from a web app supporting different browsers. That said,
> >> I do realize that extensions adds complexity and I'm very happy to
> >> see that the first version of WebGL has been finished. I hope
> >> various extensions, including 3D textures, are something that can
> >> be added as extensions to future WebGL implementations.
> >>
> >> -Maurice
> >>
> >> -----Original Message-----
> >> From: owner-public_webgl@khronos.org
> >> [mailto:owner-public_webgl@khronos.org] On Behalf Of John Congote
> >> Sent: Tuesday, March 29, 2011 6:58 AM
> >> To: Ginsburg, Daniel
> >> Cc: jdavis@pcprogramming.com; Kenneth Russell; Thatcher Ulrich;
> >> public webgl; Gregg Tavares (wrk); Gavriel State; Daniel Koch
> >> Subject: Re: [Public WebGL] Volume Textures
> >>
> >>
> >> Hello,
> >>
> >> As you mentioned, 3D texture support would be very useful for
> >> medical imaging. Although, some workarounds exist in order to
> >> obtain the same
> >> graphical results with some penalization on dedicated platforms
> >> (Desktop-Workstation), but also gives the possibility to get the
> >> results in other devices like tablet pcs and mobile phones.
> >>
> >> We are presenting our approach for volume rendering in webgl in a
> >> publication. We had been working on it for about 1 year, the reason
> >> why we publish it now is because the WebGL specification has just
> >> been released. Our work is a volume rendering implementation using
> >> Ray Casting in a volume dataset stored as a 2D texture.
> >>
> >> We have intention to show a public demo at the end of the week.
> >>
> >> Thanks.
> >>
> >>
> >> 2011/3/24 Ginsburg, Daniel <Daniel.Ginsburg@childrens.harvard.edu>:
> >>>
> >>> I agree. Having 3D texture support would be especially useful in
> >>> the medical imaging domain. Since 3D textures have been supported
> >>> on desktop GPUs since 2000-ish, it would be great to see this
> >>> available as an extension for desktop WebGL implementations.
> >>>
> >>> Thanks.
> >>>
> >>> -- Dan
> >>>
> >>>
> >>> On 3/24/11 7:18 AM, "John Davis" <jdavis@pcprogramming.com> wrote:
> >>>
> >>> In the meantime, is there any chance we could add an extension to
> >>> WebGL and Angle to support volume textures for the rather large
> >>> use case of Chrome and FireFox? This is very low hanging fruit
> >>> that will add considerable bang on the fragment shader side.
> >>>
> >>> On Mon, Mar 7, 2011 at 3:57 PM, Kenneth Russell <kbr@google.com>
> >>> wrote: GL_OES_texture_3D seems to be unsupported on current iOS
> >>> hardware, which means that content using that extension wouldn't
> >>> be portable to
> >>> a significant percentage of mobile devices. For this reason there
> >>> currently is no plan to incorporate that extension into the WebGL
> >>> registry as a "core" extension. A browser vendor would be welcome
> >>> to add it as a vendor-specific extension.
> >>>
> >>> That having been said, the WebGL spec aims to track the OpenGL ES
> >>> spec, and we anticipate a revision of the WebGL spec later this
> >>> year which is likely to add this functionality.
> >>>
> >>> -Ken
> >>>
> >>> On Sun, Mar 6, 2011 at 2:44 PM, John Davis
> >>> <jdavis@pcprogramming.com> wrote:
> >>>> Correct, but trilinear filtering in hardware is typically faster,
> >>>> and doesn't increase the instruction count. Not to mention, it's
> >>>> also much
> >>>> easier to have trilinear filtering that just works rather than
> >>>> implementing it with 2D.
> >>>>
> >>>> On Sun, Mar 6, 2011 at 3:16 PM, Thatcher Ulrich <tu@tulrich.com>
> >>>> wrote:
> >>>>>
> >>>>> It doesn't seem that hard to simulate a volume texture using a
> >>>>> large 2D texture. Am I wrong?
> >>>>>
> >>>>> -T
> >>>>>
> >>>>> On Sun, Mar 6, 2011 at 4:57 PM, John Davis
> >>>>> <jdavis@pcprogramming.com>
> >>>>> wrote:
> >>>>> > Are any webgl implementations adding volume textures as an
> >>>>> > extension?
> >>>>> > ÂThis
> >>>>> > is pretty key for those of us needing fast 3D noise.
> >>>>> > Any updates on VTL in Angle?
> >>>>> > JD
> >>>>> >
> >>>>>
> >>>>
> >>>>
> >>>
> >>>
> >>>
> >>>
> >>> -- Dan Ginsburg / email: daniel.ginsburg@childrens.harvard.edu
> >>> Principal Software Architect
> >>> Fetal-Neonatal Neuroimaging and Development Science Center
> >>> Children's Hospital Boston
> >>> 300 Longwood Avenue
> >>> Boston, MA 02115
> >>> Phone: 857-218-5140
> >>>
> >>> ----------------------------------------------------------- You
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> >>> -----------------------------------------------------------
> >>>
> >>>
> >>
> >>
> >>
> >> -- M.Sc. John Edgar Congote Calle
> >> Sistemas de transporte inteligentes e IngenierÃa / Intelligent
> >> Transport Systems and Engineering
> >> Vicomtech-IK4 - Visual Interaction Communication Technologies
> >> Mikeletegi Pasealekua, 57 - Parque TecnolÃgico
> >> 20009 Donostia - San SebastiÃn - Spain
> >> Tel: +[34] 943 30 92 30
> >> Fax: +[34] 943 30 93 93
> >> e-mail: jcongote@vicomtech.org
> >> www.vicomtech.org
> >>
> >> *** member of IK4 Research Alliance ****
> >> www.ik4.es *** member of GraphicsMedia.net ****
> >> www.graphicsmedia.net
> >>
> >> ----------------------------------------------------- Vicomtech-IK4
> >> is an ISO 9001:2000 certified institute
> >> -----------------------------------------------------
> >>
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> >>
> >>
> >
> >
> >
> > -- M.Sc. John Edgar Congote Calle
> > Sistemas de transporte inteligentes e IngenierÃa / Intelligent
> > Transport Systems and Engineering
> >
> > Vicomtech-IK4 - Visual Interaction Communication Technologies
> > Mikeletegi Pasealekua, 57 - Parque TecnolÃgico
> > 20009 Donostia - San SebastiÃn - Spain
> > Tel: +[34] 943 30 92 30
> > Fax: +[34] 943 30 93 93
> > e-mail: jcongote@vicomtech.org
> > www.vicomtech.org
> >
> > *** member of IK4 Research Alliance ****
> > www.ik4.es *** member of GraphicsMedia.net ****
> > www.graphicsmedia.net
> >
> > ----------------------------------------------------- Vicomtech-IK4
> > is an ISO 9001:2000 certified institute
> > -----------------------------------------------------
> >
> 
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