Moved transfer function functions to their own file

This commit is contained in:
2025-01-11 11:50:19 +01:00
parent 417913af2b
commit 1711bcf756
5 changed files with 200 additions and 204 deletions

View File

@@ -0,0 +1,129 @@
#include "transferFunction.h"
// Samples the voxel nearest to the given coordinates.
__device__ float sampleVolumeNearest(float* volumeData, const int volW, const int volH, const int volD, int vx, int vy, int vz) {
// x <-> height, y <-> width, z <-> depth <--- So far this is the best one
if (vx < 0) vx = 0;
if (vy < 0) vy = 0;
if (vz < 0) vz = 0;
if (vx >= volH) vx = volH - 1;
if (vy >= volW) vy = volW - 1;
if (vz >= volD) vz = volD - 1;
int idx = vz * volW * volH + vx * volW + vy;
return volumeData[idx];
}
// tri-linear interpolation - ready if necessary (but no visible improvement for full volume)
__device__ float sampleVolumeTrilinear(float* volumeData, const int volW, const int volH, const int volD, float fx, float fy, float fz) {
int ix = (int)floorf(fx);
int iy = (int)floorf(fy);
int iz = (int)floorf(fz);
// Clamp indices to valid range
int ix1 = min(ix + 1, volW - 1);
int iy1 = min(iy + 1, volH - 1);
int iz1 = min(iz + 1, volD - 1);
ix = max(ix, 0);
iy = max(iy, 0);
iz = max(iz, 0);
// Compute weights
float dx = fx - ix;
float dy = fy - iy;
float dz = fz - iz;
// Sample values
float c00 = sampleVolumeNearest(volumeData, volW, volH, volD, ix, iy, iz) * (1.0f - dx) +
sampleVolumeNearest(volumeData, volW, volH, volD, ix1, iy, iz) * dx;
float c10 = sampleVolumeNearest(volumeData, volW, volH, volD, ix, iy1, iz) * (1.0f - dx) +
sampleVolumeNearest(volumeData, volW, volH, volD, ix1, iy1, iz) * dx;
float c01 = sampleVolumeNearest(volumeData, volW, volH, volD, ix, iy, iz1) * (1.0f - dx) +
sampleVolumeNearest(volumeData, volW, volH, volD, ix1, iy, iz1) * dx;
float c11 = sampleVolumeNearest(volumeData, volW, volH, volD, ix, iy1, iz1) * (1.0f - dx) +
sampleVolumeNearest(volumeData, volW, volH, volD, ix1, iy1, iz1) * dx;
float c0 = c00 * (1.0f - dy) + c10 * dy;
float c1 = c01 * (1.0f - dy) + c11 * dy;
return c0 * (1.0f - dz) + c1 * dz;
}
__device__ float opacityFromGradient(const Vec3 &grad) {
float gradMag = grad.length();
float k = 1e-4f; // tweak (the smaller the value, the less opacity) // TODO: Add a slider for this
float alpha = 1.0f - expf(-k * gradMag);
return alpha;
}
__device__ float opacitySigmoid(float normDensity) {
return 1.0f / (1.0f + expf(-250.f * (normDensity - 0.5f))); // TODO: Parametrize and add sliders
}
__device__ Color3 colorMap(float normalizedValues, const ColorStop stops[], int N) {
// clamp to [0,1]
normalizedValues = fminf(fmaxf(normalizedValues, 0.0f), 1.0f);
// N stops => N-1 intervals
for (int i = 0; i < N - 1; ++i) {
float start = stops[i].pos;
float end = stops[i + 1].pos;
if (normalizedValues >= start && normalizedValues <= end) {
float localT = (normalizedValues - start) / (end - start);
return interpolate(stops[i].color, stops[i + 1].color, localT);
}
}
// fallback if something goes out of [0,1] or numerical issues
return stops[N - 1].color;
}
// Transfer function
__device__ float4 transferFunction(float density, const Vec3& grad, const Point3& pos, const Vec3& rayDir) {
// --------------------------- Sample the volume ---------------------------
// TODO: Somehow pick if to use temp of speed normalization ... or pass extremas as params.
float normDensity = (density - MIN_TEMP) / (MAX_TEMP - MIN_TEMP);
// float normDensity = (density - MIN_SPEED) / (MAX_SPEED - MIN_SPEED);
normDensity = clamp(normDensity, 0.0f, 1.0f);
// --------------------------- Map density to color ---------------------------
// TODO: Add a way to pick stops here
Color3 baseColor = colorMap(normDensity, d_stopsPythonLike, lenStopsPythonLike);
float alpha = opacityFromGradient(grad);
// alpha = 0.1f;
alpha = opacitySigmoid(normDensity);
float alphaSample = density * alpha; // TODO: Decide whether to keep alpha here or not
// --------------------------- Shading ---------------------------
// Apply Phong
Vec3 normal = -grad.normalize();
Vec3 lightDir = (d_lightPos - pos).normalize();
Vec3 viewDir = -rayDir.normalize();
Vec3 shadedColor = phongShading(normal, lightDir, viewDir, baseColor);
// Compose
float4 result;
result.x = shadedColor.x * alphaSample;
result.y = shadedColor.y * alphaSample;
result.z = shadedColor.z * alphaSample;
result.w = alpha; // TODO: Again, decide if alpha here is correct or not
// --------------------------- Silhouettes ---------------------------
// TODO: This is the black silhouette, technically if we are doing alpha based on gradient then it's kind of redundant (?) ... but could also be used for even more pronounced edges
if (grad.length() > epsilon && fabs(grad.normalize().dot(viewDir)) < 0.2f) {
result.x = 0.0f;
result.y = 0.0f;
result.z = 0.0f;
result.w = 1.0f;
}
return result;
}