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License: MIT License
Multiple labeller implementations for volume rendered medical data
License: MIT License
Either on CPU or GPU. This is necessary to get the right entry and exit points for volume rendering.
This enables passing of the event instance with the corresponding information.
Necessary for example for the mouse wheel.
After implementing the label placement, remove all unnecessary render textures and frame buffer targets.
Pass the id as member of the transformation matrix as integer in a float to the shaders. Provides function to unpack it from the matrix.
The ObjectManager must now track all created ObjectData instances. Provide a method to create an instance using a template instance.
Ask for permission to publish the dice.ha file so that the dice scenes can be used by everybody.
It is probably caused by the ha-buffer rendering adjacent triangle edges twice and blending them, thereby creating a darker color for the edges. The question is how this is prevented in volyHA.
tested on a 840m graphic card, 2gb ram, 512x512 resolution
terminal output:
`
[2016-09-01 11:16:52] - 7275 Graphics.HABuffer: Clear time 1.31456 ms
[2016-09-01 11:16:52] - 7275 Graphics.HABuffer: Build time -1 ms
[2016-09-01 11:16:52] - 7275 Graphics.HABuffer: Render time 0 ms
[2016-09-01 11:16:52] - 7275 OpenGl: QOpenGLDebugMessage("APISource", 131188, "Buffer usage warning: Discarding a video memory only buffer object. The data store will be reallocated on next usage of the buffer object.", "LowSeverity", "OtherType")
[2016-09-01 11:16:52] - 7275 OpenGl: QOpenGLDebugMessage("APISource", 131188, "Buffer usage warning: Discarding a video memory only buffer object. The data store will be reallocated on next usage of the buffer object.", "LowSeverity", "OtherType")
[2016-09-01 11:16:52] - 7275 OpenGl: QOpenGLDebugMessage("APISource", 131188, "Buffer usage warning: Discarding a video memory only buffer object. The data store will be reallocated on next usage of the buffer object.", "LowSeverity", "OtherType")
[2016-09-01 11:16:52] - 7275 Graphics.ObjectManager: counter: 0 count: 6 firstIndex: 0 baseVertex: 0
[2016-09-01 11:16:52] - 7275 Graphics.ObjectManager: head: 256 headoffset 0x1400 objectcount: 1
[2016-09-01 11:16:52] - 7275 OpenGl: QOpenGLDebugMessage("APISource", 131218, "Program/shader state performance warning: Fragment Shader is going to be recompiled because the shader key based on GL state mismatches.", "MediumSeverity", "PerformanceType")
[2016-09-01 11:16:52] - 7275 OpenGl: QOpenGLDebugMessage("APISource", 131218, "Program/shader state performance warning: Fragment Shader is going to be recompiled because the shader key based on GL state mismatches.", "MediumSeverity", "PerformanceType")
[2016-09-01 11:16:52] - 7275 OpenGl: QOpenGLDebugMessage("APISource", 131218, "Program/shader state performance warning: Fragment Shader is going to be recompiled because the shader key based on GL state mismatches.", "MediumSeverity", "PerformanceType")
[2016-09-01 11:16:52] - 7275 Graphics.ObjectManager: counter: 0 count: 6 firstIndex: 0 baseVertex: 0
[2016-09-01 11:16:52] - 7275 Graphics.ObjectManager: head: 0 headoffset 0x0 objectcount: 1
[2016-09-01 11:16:52] - 7275 OpenGl: QOpenGLDebugMessage("APISource", 131218, "Program/shader state performance warning: Fragment Shader is going to be recompiled because the shader key based on GL state mismatches.", "MediumSeverity", "PerformanceType")
[2016-09-01 11:16:52] - 7275 Graphics.ObjectManager: Render objects with shader 8 with 3 objects
[2016-09-01 11:16:52] - 7275 Graphics.ObjectManager: counter: 0 count: 2 firstIndex: 6 baseVertex: 4
[2016-09-01 11:16:52] - 7275 Graphics.ObjectManager: counter: 1 count: 2 firstIndex: 8 baseVertex: 6
[2016-09-01 11:16:52] - 7275 Graphics.ObjectManager: counter: 2 count: 2 firstIndex: 10 baseVertex: 8
[2016-09-01 11:16:52] - 7275 Graphics.ObjectManager: head: 256 headoffset 0x1400 objectcount: 3
[2016-09-01 11:16:52] - 7275 OpenGl: QOpenGLDebugMessage("APISource", 131218, "Program/shader state performance warning: Fragment Shader is going to be recompiled because the shader key based on GL state mismatches.", "MediumSeverity", "PerformanceType")
[2016-09-01 11:16:52] - 7275 Graphics.ObjectManager: Render objects with shader 9 with 4 objects
[2016-09-01 11:16:52] - 7275 Reserve 64 bytes head 3072
[2016-09-01 11:16:52] - 7275 Graphics.ObjectManager: Index 0 customBufferSize 64 custom 0x7f95b4fc3600 matrices 0x7f95b4fc4200
[2016-09-01 11:16:52] - 7275 Graphics.ObjectManager: counter: 0 count: 1 firstIndex: 48 baseVertex: 18
[2016-09-01 11:16:52] - 7275 Graphics.ObjectManager: counter: 1 count: 1 firstIndex: 85 baseVertex: 27
[2016-09-01 11:16:52] - 7275 Graphics.ObjectManager: counter: 2 count: 1 firstIndex: 122 baseVertex: 36
[2016-09-01 11:16:52] - 7275 Graphics.ObjectManager: counter: 3 count: 1 firstIndex: 159 baseVertex: 45
[2016-09-01 11:16:52] - 7275 Graphics.ObjectManager: head: 0 headoffset 0x0 objectcount: 4
[2016-09-01 11:16:52] - 7275 OpenGl: QOpenGLDebugMessage("APISource", 131218, "Program/shader state performance warning: Fragment Shader is going to be recompiled because the shader key based on GL state mismatches.", "MediumSeverity", "PerformanceType")
[2016-09-01 11:16:52] - 7275 Graphics.ObjectManager: Render objects with shader 10 with 1 objects
[2016-09-01 11:16:52] - 7275 Reserve 64 bytes head 256
[2016-09-01 11:16:52] - 7275 Graphics.ObjectManager: Index 0 customBufferSize 64 custom 0x7f95b4fc3700 matrices 0x7f95b4fc8200
[2016-09-01 11:16:52] - 7275 Reserve 64 bytes head 2048
[2016-09-01 11:16:52] - 7275 Graphics.ObjectManager: Index 1 customBufferSize 64 custom 0x7f95b4fc3200 matrices 0x7f95b4fc8200
[2016-09-01 11:16:52] - 7275 Graphics.ObjectManager: counter: 0 count: 3840 firstIndex: 160 baseVertex: 46
[2016-09-01 11:16:52] - 7275 Graphics.ObjectManager: head: 256 headoffset 0x1400 objectcount: 1
[2016-09-01 11:16:52] - 7275 OpenGl: QOpenGLDebugMessage("APISource", 131218, "Program/shader state performance warning: Fragment Shader is going to be recompiled because the shader key based on GL state mismatches.", "MediumSeverity", "PerformanceType")
[2016-09-01 11:16:52] - 7275 Reserve 960 bytes head 512
[2016-09-01 11:16:52] - 7275 Graphics.ObjectManager: Index 0 customBufferSize 960 custom 0x7f95b4fc3800 matrices 0x7f95b4fc4200
[2016-09-01 11:16:52] - 7275 Reserve 24 bytes head 2304
[2016-09-01 11:16:52] - 7275 Graphics.ObjectManager: Index 1 customBufferSize 24 custom 0x7f95b4fc3300 matrices 0x7f95b4fc4200
[2016-09-01 11:16:52] - 7275 Graphics.ObjectManager: counter: 0 count: 6 firstIndex: 0 baseVertex: 0
[2016-09-01 11:16:52] - 7275 Graphics.ObjectManager: head: 0 headoffset 0x0 objectcount: 1
[2016-09-01 11:16:52] - 7275 OpenGl: QOpenGLDebugMessage("APISource", 131218, "Program/shader state performance warning: Fragment Shader is going to be recompiled because the shader key based on GL state mismatches.", "MediumSeverity", "PerformanceType") `
This causes compilation errors for serialization code.
We must probably use the defined constructor.
This can often be reproduced by rotating the scene 90° around the y-axis. Sometimes the program did crash in this state (core dumps are available). Other times the program got out of this state (without moving the mouse). In every case the build times was -1, meaning that Timer::waitResult stopped waiting after 5000 calls to Timer::done(). The render time was 0.
Try to remove the field and also the corresponding field in ObjectData.
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