SoMultiDataSeparator Class Reference
[Nodes]

Large Data Management Separator for combining multiple data sets More...

#include <LDM/nodes/SoMultiDataSeparator.h>

Inheritance diagram for SoMultiDataSeparator:
SoSeparator SoGroup SoNode SoFieldContainer SoBase SoRefCounter SoTypedObject

List of all members.

Public Member Functions

virtual SoType getTypeId () const
 SoMultiDataSeparator ()
SoLDMMediator::LDMManagerAccessgetLdmManagerAccess ()

Static Public Member Functions

static SoType getClassTypeId ()

Detailed Description

Large Data Management Separator for combining multiple data sets

The SoMultiDataSeparator node allows you to combine multiple data sets.

This is the correct method for combining multiple data sets. Combining multiple data sets without inserting them under an SoMultiDataSeparator node may produce incorrect results and should be avoided.

All data sets below this node belong to the same group for subsequent multidata combining operations. Each data set is represented by an SoDataSet node (typically an SoVolumeData node). Combining is enabled by an SoDataCompositor node for CPU combining or an SoVolumeShader node for GPU combining. A common use of GPU combining is to implement co-blending of multiple volumes, in other words using a fragment shader to combine the color and/or intensity values of the voxels.

Some rules must be followed when doing render or data compositing:

GPU combining must be implemented in a shader program written in the standard GLSL language. The shader program will be specified using an SoVolumeShader node. The shader source code is loaded using (for example) an SoFragmentShader object. Uniform parameters for the shader may be specified using the subclasses of SoShaderParameter. See SoVolumeShader for more information about the shader function library provided by VolumeViz.

For each data set there will typically be an SoDataRange node and an SoTransferFunction node to define the mapping from data values to color values. For each SoVolumeData a separate 3D texture will be generated and sent to the GPU. 3D textures can be generated with different precision (8-bit or 12-bit) according to the SoDataSet::texturePrecision field. The texture unit used for each data set is determined by the SoDataSet::dataSetId field. All colormaps are aggregated into a single 2D texture.

A custom fragment shader can retrieve the voxel's data value from each 3D texture using the GLSL VolumeViz function:

               VVIZ_DATATYPE value = VVizGetData( dataSetId, texCoord );

A custom fragment shader can lookup the color/intensity for each data value from the appropriate colormap, using the GLSL VolumeViz function:

               vec4 color = VVizTransferFunction( value, colorMapId );

A custom fragment shader can then compute (using custom blending functions) the actual color for the voxel and output that color using the GLSL VolumeViz function:

               VVizOutputColor( color ):

EXAMPLE

SEE ALSO

SoDataSet, SoVolumeData, SoDataCompositor, SoVolumeShader

See related examples:

MedicalCPUDataCompose, MedicalGPUDataCompose, MedicalIntensityAnisotropy, MedicalMultiChannel, VViz-template-SG, MultiChannel_ex1, MultiChannel_ex2, AmplitudeVelocity, CpuDataCompose, GpuDataCompose, HorizonGpuCompose


Constructor & Destructor Documentation

SoMultiDataSeparator::SoMultiDataSeparator (  ) 

Constructor.


Member Function Documentation

static SoType SoMultiDataSeparator::getClassTypeId (  )  [static]

Returns the type identifier for this class.

Reimplemented from SoSeparator.

SoLDMMediator::LDMManagerAccess& SoMultiDataSeparator::getLdmManagerAccess (  )  [inline]

Returns a reference to an LDMManagerAccess.

virtual SoType SoMultiDataSeparator::getTypeId (  )  const [virtual]

Returns the type identifier for this specific instance.

Reimplemented from SoSeparator.


The documentation for this class was generated from the following file:

Open Inventor Toolkit reference manual, generated on 11 Nov 2019
Copyright © Thermo Fisher Scientific All rights reserved.
http://www.openinventor.com/