SoVolumeRenderingQuality Class |
Volume rendering quality property mode.
Namespace: OIV.VolumeViz.Nodes
The SoVolumeRenderingQuality type exposes the following members.
Name | Description | |
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SoVolumeRenderingQuality | Constructor. |
Name | Description | |
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AddShaderParameterImage | Convenience method to create an OIV.Inventor.Nodes.SoShaderParameterImage with the specified name and value and add it to this shader program. | |
AffectsState | Returns true if a node has an effect on the state during traversal. | |
Callback | (Inherited from SoNode.) | |
Copy | Calls Copy(false). (Inherited from SoNode.) | |
Copy(Boolean) | Creates and returns an exact copy of the node. | |
CopyFieldValues(SoFieldContainer) | Calls CopyFieldValues(fc, false). (Inherited from SoFieldContainer.) | |
CopyFieldValues(SoFieldContainer, Boolean) | Copies the contents of fc's fields into this object's fields. | |
Dispose |
Releases all resources used by SoDisposable.
(Inherited from SoDisposable.) | |
Distribute | (Inherited from SoNode.) | |
DoAction | (Inherited from SoShaderProgram.) | |
EnableNotify | Notification at this Field Container is enabled (if flag == true) or disabled (if flag == false). | |
Equals | Determines whether the specified Object is equal to the current Object. (Inherited from Object.) | |
FieldsAreEqual | Returns true if this object's fields are exactly equal to fc's fields. | |
Get | Returns the values of the fields of this object in the Open Inventor ASCII file format in the given string. | |
GetAllFields | Returns a list of fields, including the eventIn's and eventOut's. | |
GetAlternateRep | This method is called by actions to allow the node to provide an "alternate representation" when appropriate (typically depending on the action type). | |
GetBoundingBox | (Inherited from SoShaderProgram.) | |
GetEventIn | Returns a the eventIn with the given name. | |
GetEventOut | Returns the eventOut with the given name. | |
GetField | Returns a the field of this object whose name is fieldName. | |
GetFieldName | Returns the name of the given field in the fieldName argument. | |
GetFields | Appends references to all of this object's fields to resultList, and returns the number of fields appended. | |
GetFragmentShader | Returns the fragment shader at the specified position. | |
GetGeometryShader | Returns the geometry shader at the specified position. | |
GetHashCode |
Overrides GetHashCode().
(Inherited from SoNetBase.) | |
GetMatrix | (Inherited from SoNode.) | |
GetName | Returns the name of an instance. | |
GetPrimitiveCount | (Inherited from SoNode.) | |
GetRenderEngineMode | Returns the supported Render engine mode. | |
GetRenderUnitID | (Inherited from SoNode.) | |
GetStringName | (Inherited from SoBase.) | |
GetTessellationControlShader | Returns the tessellation control shader at the specified position. | |
GetTessellationEvaluationShader | Returns the tessellation evaluation shader at the specified position. | |
GetType | Gets the Type of the current instance. (Inherited from Object.) | |
GetVertexShader | Returns the vertex shader at the specified position. | |
GLRender | (Inherited from SoShaderProgram.) | |
GLRenderBelowPath | (Inherited from SoNode.) | |
GLRenderInPath | (Inherited from SoNode.) | |
GLRenderOffPath | (Inherited from SoNode.) | |
GrabEventsCleanup | (Inherited from SoNode.) | |
GrabEventsSetup | (Inherited from SoNode.) | |
HandleEvent | (Inherited from SoNode.) | |
HasDefaultValues | Returns true if all of the object's fields have their default values. | |
IsBoundingBoxIgnoring | This method is used by getBoundingBox action traversal to know if the current node must be traversed or not, ie the bounding should be ignored. | |
IsNotifyEnabled | Notification is the process of telling interested objects that this object has changed. | |
IsOverride | Returns the state of the override flag. | |
IsSynchronizable | Gets the ScaleViz synchronizable state of this object. | |
Pick | (Inherited from SoShaderProgram.) | |
RayPick | (Inherited from SoNode.) | |
Search | (Inherited from SoNode.) | |
Set | Sets one or more fields in this object to the values specified in the given string, which should be a string in the Open Inventor file format. | |
SetComputeShader(Int32, String) | Calls SetComputeShader(pos, filenameOrSource, OIV.Inventor.Nodes.SoShaderObject.SourceTypes( .SoShaderObject.FILENAME )). (Inherited from SoShaderProgram.) | |
SetComputeShader(Int32, String, SoShaderObjectSourceTypes) | Convenience method to create a compute shader with the specified filename and add it at the specified position. | |
SetFragmentShader(Int32, String) | Calls SetFragmentShader(pos, filenameOrSource, OIV.Inventor.Nodes.SoShaderObject.SourceTypes( .SoShaderObject.FILENAME )). (Inherited from SoVolumeShader.) | |
SetFragmentShader(Int32, String, SoShaderObjectSourceTypes) | Creates a fragment shader with the given filename and add it at the given pos. | |
SetGeometryShader(Int32, String) | Calls SetGeometryShader(pos, filenameOrSource, OIV.Inventor.Nodes.SoShaderObject.SourceTypes( .SoShaderObject.FILENAME )). (Inherited from SoShaderProgram.) | |
SetGeometryShader(Int32, String, SoShaderObjectSourceTypes) | Convenience method to create a geometry shader with the specified filename and add it at the specified position. | |
SetName | (Inherited from SoBase.) | |
SetOverride | Turns the override flag on or off. | |
SetSynchronizable | Sets this to be a ScaleViz synchronizable object. | |
SetTessellationControlShader(Int32, String) | Calls SetTessellationControlShader(pos, filenameOrSource, OIV.Inventor.Nodes.SoShaderObject.SourceTypes( .SoShaderObject.FILENAME )). (Inherited from SoShaderProgram.) | |
SetTessellationControlShader(Int32, String, SoShaderObjectSourceTypes) | Convenience method to create a tessellation control shader with the specified filename and add it at the specified position. | |
SetTessellationEvaluationShader(Int32, String) | Calls SetTessellationEvaluationShader(pos, filenameOrSource, OIV.Inventor.Nodes.SoShaderObject.SourceTypes( .SoShaderObject.FILENAME )). (Inherited from SoShaderProgram.) | |
SetTessellationEvaluationShader(Int32, String, SoShaderObjectSourceTypes) | Convenience method to create a tessellation evaluation shader with the specified filename and add it at the specified position. | |
SetToDefaults | Sets all fields in this object to their default values. | |
SetVertexShader(Int32, String) | Calls SetVertexShader(pos, filenameOrSource, OIV.Inventor.Nodes.SoShaderObject.SourceTypes( .SoShaderObject.FILENAME )). (Inherited from SoVolumeShader.) | |
SetVertexShader(Int32, String, SoShaderObjectSourceTypes) | Creates a vertex shader with the given filename and adds it at the given pos. | |
ToString |
Converts this SoBase structure to a human readable string.
(Inherited from SoBase.) | |
Touch | Marks an instance as modified, simulating a change to it. | |
Write | (Inherited from SoNode.) |
Name | Description | |
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ambientOcclusion | If true, apply an ambient occlusion effect (default is false). | |
boundaryOpacity | Enable boundary opacity. | |
boundaryOpacityIntensity | Applies when OIV.VolumeViz.Nodes.SoVolumeRenderingQuality.boundaryOpacity is true. | |
boundaryOpacityThreshold | Applies when OIV.VolumeViz.Nodes.SoVolumeRenderingQuality.boundaryOpacity is true. | |
bufferObjects | Specifies a list of OIV.Inventor.Nodes.SoShaderParameterBufferObject to use with this shader. | |
colorInterpolation | Controls interpolation of data values used for color lookup. | |
cubicInterpolation | Obsolete. Enable cubic interpolation of data values. | |
deferredLighting | Enable screen space lighting (computed on the GPU). | |
edgeColor | Color used to draw edges when OIV.VolumeViz.Nodes.SoVolumeRenderingQuality.edgeColoring or OIV.VolumeViz.Nodes.SoVolumeRenderingQuality.edgeDetect2D is true. | |
edgeColoring | Enable edge coloring. | |
edgeDetect2D | Enable 2D edge detection. | |
edgeDetect2DInnerThreshold | Increase this value to decrease noise on silhouette edges. | |
edgeDetect2DMethod | Method used for 2D edge detection. | |
edgeDetect2DOuterThreshold | Increase this value to decrease noise on edges in the volume. | |
edgeThreshold | If this value is low, more edges will be detected. | |
forVolumeOnly | Set to true if the shader should be called for volume rendering (OIV.VolumeViz.Nodes.SoVolumeRender). | |
generateTransparency | If set to true, then shapes affected by this shader will be considered transparent. | |
geometryInputType | Specifies the input primitive type of the current geometry shader if any (not used otherwise). | |
geometryOutputType | Specifies the output primitive type of the current geometry shader if any (not used otherwise). | |
gradientQuality | Specifies the algorithm used to compute gradients, for example, normals for lighting. | |
gradientThreshold | Ignore all gradients with a magnitude less than the specified threshold. | |
images | Specifies a list of OIV.Inventor.Nodes.SoShaderParameterImage nodes to use with this shader. | |
interpolateOnMove | When set to false, interpolation between LDM tiles (across the tile boundary) is not done when rendering in interactive mode. | |
IsDisposable | ISafeDisposable interface implementation.
(Inherited from SoDisposable.) | |
jittering | Enable jittering. | |
lighting | Enable gradient based lighting (computed on the GPU). | |
lightingModel | Obsolete. Sets the lighting model. | |
maxGeometryOutputVertices | Set the maximum number of vertices the geometry shader will emit in one invocation. | |
patchLength | Set the length of the fixed-size collection of vertices used by tessellation shaders. | |
preIntegrated | Enable pre-integrated volume rendering. | |
segmentedInterpolation | Allow correct interpolation when rendering segmented data. | |
segmentedInterpolationThreshold | Defines the iso distance used when OIV.VolumeViz.Nodes.SoVolumeRenderingQuality.segmentedInterpolation is true. | |
shaderObject | Specifies the list of shader objects (i.e., vertex shaders, geometry and fragment shaders) which form the shader program. | |
shadowShader | Only used when an OIV.Inventor.Nodes.SoShadowGroup is active. | |
surfaceScalarExponent | If this field is greater than or equal to 1, a surface with a small gradient will be less lighted than a surface with a high gradient. | |
unnormalizedGradientExponent | When unnormalizedGradientExponent is not 0, surfaces with high gradients will be more lighted than surfaces with small gradients. | |
UserData |
Gets or sets the user data to be contained by the field container.
(Inherited from SoFieldContainer.) | |
vertexProgramTwoSide | If set to true, vertex shaders will operate in two-sided color mode. | |
voxelizedRendering | If true, OIV.VolumeViz.Nodes.SoVolumeRender displays voxels as individual cubes. | |
voxelOutline | If true, draw the outline of voxels (default is false). | |
voxelOutlineColor | When OIV.VolumeViz.Nodes.SoVolumeRenderingQuality.voxelOutline is true, this value specifies the voxel outline color. | |
voxelOutlineThreshold | When OIV.VolumeViz.Nodes.SoVolumeRenderingQuality.voxelOutline is true, this threshold specifies the minimum size of a voxel, in screen pixels, for the voxel outline to be visible. | |
voxelOutlineWidth | When OIV.VolumeViz.Nodes.SoVolumeRenderingQuality.voxelOutline is true, this value specifies the voxel outline width in pixels. |
This property node causes subsequent OIV.VolumeViz.Nodes.SoVolumeRender nodes to be drawn with different rendering effects and/or levels of quality.
NOTE:
Only one (or none) of the following nodes can be active at a time: OIV.VolumeViz.Nodes.SoVolumeShader or OIV.VolumeViz.Nodes.SoVolumeRenderingQuality. However since Open Inventor 7.1, both OIV.VolumeViz.Nodes.SoVolumeRenderingQuality and OIV.VolumeViz.Nodes.SoVolumeIsosurface may applied to the same OIV.VolumeViz.Nodes.SoVolumeRender node.
If the application simply needs to replace one or more of the VolumeViz shader rendering functions with a customized shader, you can use either OIV.VolumeViz.Nodes.SoVolumeShader or OIV.VolumeViz.Nodes.SoVolumeRenderingQuality. However if the application needs the advanced rendering features of OIV.VolumeViz.Nodes.SoVolumeRenderingQuality, e.g. lighting, in addition to the customized behavior, then you should use this node (which is derived from OIV.VolumeViz.Nodes.SoVolumeShader). Using the shader rendering framework is explained on the OIV.VolumeViz.Nodes.SoVolumeShader page.
The OIV.VolumeViz.Nodes.SoVolumeRenderingQuality node must be before the OIV.VolumeViz.Nodes.SoVolumeRender and after the OIV.LDM.Nodes.SoTransferFunction.
This is a shader node! The effect will usually be undesirable if it is applied to standard geometry (polygons, lines, etc). Therefore applications should generally keep the volume visualization nodes and standard geometry nodes separate in the scene graph (i.e. under different OIV.Inventor.Nodes.SoSeparator nodes).
Please read the comments for each field. Some options only apply to gradient lighting and have no effect on deferred lighting.
Various enhanced rendering modes for volume rendering are available:
Pre-integrated volume rendering
Lighted volume rendering
The pre-integrated mode (OIV.VolumeViz.Nodes.SoVolumeRenderingQuality.preIntegrated field) generally provides higher image quality for the same number of slices. Most applications should enable this field. However, note that pre-integration integrates between color map values. For typical scalar data containing sampled values, this provides a beneficial smoothing. It is especially useful when the color changes sharply between adjacent color map entries. However, when the color changes sharply between adjacent voxels, it can can cause values that are not actually in the original data to be displayed. This is undesireable for some data, for example "label" volumes resulting from segmentation. Pre-integration is not recommended for such data. Also note:
The OIV.VolumeViz.Nodes.SoVolumeRenderingQuality.preIntegrated field has no effect on OIV.VolumeViz.Nodes.SoVolumeIsosurface rendering.
The OIV.VolumeViz.Nodes.SoVolumeRenderingQuality.preIntegrated field is only considered when SoVolumeRendering.renderMode is set to VOLUME_RENDERING (the default).
When lighting is enabled for volume rendering, VolumeViz applies the same lighting equation used for polygonal geometry, including (optionally) specular highlights. The base voxel color comes from the OIV.LDM.Nodes.SoTransferFunction node or (optionally) from a custom shader function provided by the application. This color is modified using the current material (OIV.Inventor.Nodes.SoMaterial), a vector simulating a "normal vector" and one or more directional light nodes (OIV.Inventor.Nodes.SoDirectionalLight) found in the scene graph. Voxels can also cast and receive shadows (see OIV.Inventor.Nodes.SoShadowGroup).
Limitation: Pre-integrated and lighted rendering are not supported if using custom fragment shaders and redefining FRAGMENT_COMPUTE_COLOR slot.
VolumeViz supports two lighting modes using either the OIV.VolumeViz.Nodes.SoVolumeRenderingQuality.lighting field or the OIV.VolumeViz.Nodes.SoVolumeRenderingQuality.deferredLighting field. In both cases lighting is computed on the GPU as part of the rendering process. (Do NOT use the lighting field in the OIV.VolumeViz.Nodes.SoVolumeRendering node. This field enables a CPU lighting computation that is slow.)
Gradient lighting The OIV.VolumeViz.Nodes.SoVolumeRenderingQuality.lighting field enables gradient based lighting, where the "normal vector" at each sample along the ray is a gradient vector computed from the data values in the volume. Gradient based lighting only supports a single light source and only the first light in the scene graph (typically the viewer's "headlight") is used. No other lights affect the volume in this case. The OIV.VolumeViz.Nodes.SoVolumeRenderingQuality.gradientQuality field controls the algorithm used to compute gradient vectors. Several other fields affect the gradient computation including OIV.VolumeViz.Nodes.SoVolumeRenderingQuality.gradientThreshold, OIV.VolumeViz.Nodes.SoVolumeRenderingQuality.surfaceScalarExponent and OIV.VolumeViz.Nodes.SoVolumeRenderingQuality.unnormalizedGradientExponent. Setting surfaceScalarExponent to a small value, for example 2.0, is recommended.
Deferred lighting The OIV.VolumeViz.Nodes.SoVolumeRenderingQuality.deferredLighting field enables screen space lighting, where the "normal vector" is computed from the final image depth buffer. Deferred lighting is faster and supports multiple light sources, but works best when the transfer function makes each data value either opaque or transparent. Deferred lighting is not affected by gradient related fields.
Unlike other primitives (including other VolumeViz primitives), volume lighting is not affected by an OIV.Inventor.Nodes.SoLightModel node. Also unlike other primitives, if lighting is enabled and there are no light nodes in the scene graph, the voxel color is taken from the transfer function or custom shader function "as is" (other primitives would be black in this case).
Each light node's direction and intensity fields are used, but the color field is not currently used. The current OIV.Inventor.Nodes.SoMaterial specifies the ambient, specular, diffuse, and emissive color values for the lighting equation. Note that the default diffuse color is "light gray" (0.8), not full white. This allows specular lighting to push the color toward full white (as expected). If specular lighting is not desired, then changing this to full white (1.0) is recommended in order to see the true colors specified in the transfer function.
The following figures show the same volume data:
Default volume rendering | Pre-integrated volume rendering | Lighted pre-integrated volume rendering |
Jittering: When OIV.VolumeViz.Nodes.SoVolumeRenderingQuality.jittering is set to true, a random offset is added to texture coordinates in order to decrease "ring" artifacts without the cost of drawing a higher number of slices. Note that this creates a "noisy" image. Instead we recommend setting the OIV.VolumeViz.Nodes.SoVolumeRender.samplingAlignment field to BOUNDARY_ALIGNED.
No Jittering | With Jittering |
Gradient quality: When gradient lighting (OIV.VolumeViz.Nodes.SoVolumeRenderingQuality.lighting field) is enabled, the OIV.VolumeViz.Nodes.SoVolumeRenderingQuality.gradientQuality field allows you to choose between various gradient computation techniques. The computational cost increases with the quality. Has no effect on deferred lighting.
Low quality | Medium quality | High quality |
Surface scalar: When gradient lighting (OIV.VolumeViz.Nodes.SoVolumeRenderingQuality.lighting field) is enabled or OIV.VolumeViz.Nodes.SoVolumeRenderingQuality.edgeDetect2DMethod is GRADIENT, the OIV.VolumeViz.Nodes.SoVolumeRenderingQuality.surfaceScalarExponent field disables lighting (or edge detection) on uniform surfaces in order to avoid noise in these area. This field should not be mixed with OIV.VolumeViz.Nodes.SoVolumeRenderingQuality.unnormalizedGradientExponent. The default value is zero, but a small value, for example 2.0, is recommended. Has no effect on deferred lighting.
Surface Scalar disabled | Surface Scalar enabled |
Unnormalized gradient : When gradient lighting (OIV.VolumeViz.Nodes.SoVolumeRenderingQuality.lighting field) is enabled, if OIV.VolumeViz.Nodes.SoVolumeRenderingQuality.unnormalizedGradientExponent is not 0, voxels with small gradients will get more contribution from the ambient light than voxels with high gradients. It is similar to OIV.VolumeViz.Nodes.SoVolumeRenderingQuality.surfaceScalarExponent but uses the ambient light instead of the transfer function color for uniform surfaces. Has no effect on deferred lighting.
Gradient threshold: When gradient lighting is enabled, gradients with a length less than OIV.VolumeViz.Nodes.SoVolumeRenderingQuality.gradientThreshold are ignored during the lighting computation. This avoids doing lighting on noise while still lighting important data. In the following screenshots, setting a threshold of 0.1 removed lighting on the noise surrounding the spheres. Has no effect on deferred lighting.
With OIV.VolumeViz.Nodes.SoVolumeRenderingQuality.gradientThreshold set to 0 | With OIV.VolumeViz.Nodes.SoVolumeRenderingQuality.gradientThreshold set to 0.1 |
Various image enhancement techniques are available in this node and in OIV.LDM.Nodes.SoTransferFunction.
Ambient occlusion The OIV.VolumeViz.Nodes.SoVolumeRenderingQuality.ambientOcclusion field enables a rendering technique that simulates self-shadowing of the volume. In other words, the amount of ambient (global) light in the scene reaching each sample is reduced by neighboring voxels. This effect makes it much easier to see the relative depth of features in the volume. Generally we recommend using this effect rather than the following effects. Both lighting and/or shadow casting may also be enabled, but neither is required to use ambient occlusion. This effect works best when the volume data contains surfaces (region boundaries with relatively sharp gradients) or in voxelized rendering mode. In both cases it works best when voxels are either transparent or nearly opaque. If you use ambientOcclusion, you should set the OIV.VolumeViz.Nodes.SoVolumeRender.samplingAlignment field to BOUNDARY_ALIGNED to reduce "slicing" artifacts.
Boundary opacityOIV.VolumeViz.Nodes.SoVolumeRenderingQuality.boundaryOpacity increases opacity depending on the length of the gradient vector. Areas with large gradient changes will have their opacity increased according to the OIV.VolumeViz.Nodes.SoVolumeRenderingQuality.boundaryOpacityIntensity. Note that this option has a significant performance penalty.
Edge coloring When OIV.VolumeViz.Nodes.SoVolumeRenderingQuality.edgeColoring is on, the color of each voxel may be mixed with the OIV.VolumeViz.Nodes.SoVolumeRenderingQuality.edgeColor. Areas where the normal (computed from the gradient) is facing the camera will have an unmodified color, whereas areas where the normal is more perpendicular to the view direction will tend towards OIV.VolumeViz.Nodes.SoVolumeRenderingQuality.edgeColor.
Edge detection When OIV.VolumeViz.Nodes.SoVolumeRenderingQuality.edgeDetect2D is enabled, an image space filter is applied on the volume rendering image in order to detect edges, which will be highlighted. The results are affected by the OIV.VolumeViz.Nodes.SoVolumeRenderingQuality.edgeDetect2DInnerThreshold and OIV.VolumeViz.Nodes.SoVolumeRenderingQuality.edgeDetect2DOuterThreshold fields. The OIV.VolumeViz.Nodes.SoVolumeRenderingQuality.edgeDetect2DMethod bitmask allows to apply the edge detection on the image's luminance, depth and/or gradient. The gradient method may give noisy result, the OIV.VolumeViz.Nodes.SoVolumeRenderingQuality.surfaceScalarExponent may help to improve the result in this case. The gradient method has a significant performance penalty.
The following table shows the available edge detection techniques (explanation of faux shading is in OIV.LDM.Nodes.SoTransferFunction):
No Edges | Boundary Opacity | Edge 2D |
Edge Coloring | Faux Shading (see OIV.LDM.Nodes.SoTransferFunction) | |
Because this node is derived from OIV.VolumeViz.Nodes.SoVolumeShader, IVVR_FIRST_RESERVED_TEXTURE_UNIT applies to it. See OIV.VolumeViz.Nodes.SoVolumeShader for more information.
Volume projection (OIV.Inventor.Nodes.SoProjection or derived classes) is incompatible with some options enabled by this node. Do not enable the preIntegrated, jittering or edgeDetect2D fields when using projection.
VolumeRenderingQuality {
lighting | false |
preIntegrated | true |
jittering | false |
gradientThreshold | 0.0001 |
edgeColoring | false |
edgeColor | (0, 0, 0) |
edgeThreshold | 0.2 |
boundaryOpacity | false |
boundaryOpacityIntensity | 1.5 |
boundaryOpacityThreshold | 1.5 |
edgeDetect2D | false |
edgeDetect2DInnerThreshold | 0.1 |
edgeDetect2DOuterThreshold | 0.1 |
edgeDetect2DMethod | LUMINANCE |
gradientQuality | MEDIUM |
colorInterpolation | true |
unnormalizedGradientExponent | 0 |
surfaceScalarExponent | 5 |
segmentedInterpolation | false |
segmentedInterpolationThreshold | 0.5 |
voxelizedRendering | false |
voxelOutline | false |
voxelOutlineThreshold | 2. |
voxelOutlineWidth | 2. |
voxelOutlineColor | (0, 0, 0) |
ambientOcclusion | false |
deferredLighting | true |
interpolateOnMove | true |
OIV.Inventor.Actions.SoGLRenderAction Sets volume rendering quality parameters in the traversal state.