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Re: [Public WebGL] Volume Textures



Hello.

The 2D textures can be download from:

http://demos.vicomtech.org/volren/aorta-low.jpg (1024x1024)
http://demos.vicomtech.org/volren/aorta-high.jpg (4096x4096)

There is not a Volume Texture, all the information for the ray casting
algorithm is extracted from the 2D texture.


We detect a minor bug in the b/w version that we are going to correct soon.

John.

2011/4/1 Vladimir Vukicevic <vladimir@pobox.com>:
> Hires Color worked for me -- and it's quite cool! ÂJohn, I'm curious, what are the resolutions of the lowres/highres datasets? Â(Both as a 2d texture and the equivalent volume texture.)
>
> Â Â- 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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>> >>> unsubscribe public_webgl
>> >>> -----------------------------------------------------------
>> >>>
>> >>>
>> >>
>> >>
>> >>
>> >> -- 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
>> >>
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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

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Vicomtech-IK4 is an ISO 9001:2000 certified institute
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