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godotvolumetricrendering's Introduction

GodotVolumetricRendering

Volume rendering, implemented in Godot Engine.

This repository builds upon the work by Matias Lavik implementing the same volumetric rendering in Godot 4

Features

  • Direct volume rendering, using 1D transfer functions
  • Maximum intensity projection
  • Isosurface rendering, using 1D transfer functions
  • Support for SITK file formats:
    • DICOM support
    • NRRD support
    • NIFTII support
  • Lighting*
  • Transfer function editor*
  • Cubic sampling
  • Loading of RAW datasets
  • Complete transfer function editor

Features yet to be ported over

  • Cutout/clipping tools
  • Lighting camera dependent
  • 2D Transfer function

How to use

Download SimpleITK binaries for your platform using the "Download SITK" button.

Import your dataset in the scene using one of the import buttons.

You can change the VolumeRenderedObject properties in the inspector.

For an example of how to use the plugin, see SampleViewer.cs, used in the sample scene.

godotvolumetricrendering's People

Contributors

riccardolops avatar mlavik1 avatar

Stargazers

深淵の鴿子 avatar Vasilis Triantafyllou avatar Sythelux Rikd avatar Francesco Damiano avatar  avatar  avatar Vladislav Gubarev avatar  avatar Straussn avatar  avatar  avatar  avatar Lysov Andrey avatar

Watchers

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Forkers

mlavik1 siberik

godotvolumetricrendering's Issues

Possible MIT license?

@riccardolops

#1 (comment)

Typically, Dotnet foundation prefers MIT license.

e.g. TorchSharp

Your work would open up to applying e.g. TorchSharp ( or the Pytorch for .NET) for .NET 3D deep vision learning. It would be great to stay in MIT as used in TorchSharp of Dotnet Foundation

Why AGPL license ?

Its kinda punishing license for anybody wanting to use this piece of software. LGPL 3 would be enough to enforce openness of plugin while alowing people to do their commercial work.

Transfer function editor, with histogram

Hi! Regarding the "A cooler way to edit the transfer function with the histogram of the density values" point on the README.

Is this something you're already working on, or would you like me to have a look at it?

And if so, do you have any thoughts on how it should look and behave? Just something similar to the one in the Unity plugin?

I guess the advantage of Godot is that there's one UI system, so the TF editor should be usable both in editor and "in-game" 😎

Issues building project, due to missing SimpleITKCSharpNative.dll

OS: Windows 10
Godot: 4.2.1 (Mono)

Steps to reproduce:

  • Clone project
  • Open up project in Godot
  • Build (failed)
  • (Next step: enable plugin)

However, when building I get:

MSB3030: Could not copy the file "C:\Projects\GodotVolumetricRendering\lib\SimpleITK\SimpleITKCSharpNative.dll" because it was not found. C:\Program Files\dotnet\sdk\7.0.302\Microsoft.Common.CurrentVersion.targets(5181,5)

It works if I download the .dll manually from here.

I also had the same issue when testing on Linux.

I suppose one solution would be to add all the .dll/.so files here, but it will take up a lot of space. Would it be possible to do something similar as I did in the Unity plugin, where I used PlayerSettings.GetScriptingDefineSymbolsForGroup to define "UVR_USE_SIMPLEITK" after downloading the binaries? I'm not sure if Godot has something similar.

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