Difference between revisions of "Developer Meetings/20170425"

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*** Set of points selected
 
*** Set of points selected
 
*** Event data: ID of array ? , index of ranges ?, values of data ?
 
*** Event data: ID of array ? , index of ranges ?, values of data ?
 +
 +
* Redirection of https://github.com/Slicer/slicer.org ?
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** Digital ocean ?
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** Kitware could host:
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*** https ... would have to share the star certificate
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* [https://github.com/Slicer/Slicer/pull/703 PR#703] - ENH: Integration of Subject hierarchy into the Data module
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** Looks good.
 +
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* VTK volume Rendering replacement
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** At that time, Slicer/VTK github didn't exist and change were integrated directly into Slicer
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** From Andras:
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*** What I heard from Ron that they worked a lot on volume rendering compositing with polygonal data.
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*** I've just checked and it seems that development of both Slicer's and VTK's CPU raycast mapper essentially stopped 10 years ago, so probably comparing them is not worth the time. We should just drop them when we switch to OpenGL2, test it thoroughly and fix any issues that come up.

Revision as of 14:58, 25 April 2017

Home < Developer Meetings < 20170425



To Discuss

  • Davide Punzo and Steve Pieper will discuss interactive manipulation of plots and graphs
  • Redirection of https://github.com/Slicer/slicer.org ?
  • PR#703 - ENH: Integration of Subject hierarchy into the Data module
  • PR#708 - ENH: VolumeRendering: Support ROI clipping in arbitrary direction
  • PR#709 - ENH: Remove VolumeRenderingReplacements fixed point raycaster override

Conclusion

  • PR#703 - ENH: Integration of Subject hierarchy into the Data module
    • Looks good.
  • VTK volume Rendering replacement
    • At that time, Slicer/VTK github didn't exist and change were integrated directly into Slicer
    • From Andras:
      • What I heard from Ron that they worked a lot on volume rendering compositing with polygonal data.
      • I've just checked and it seems that development of both Slicer's and VTK's CPU raycast mapper essentially stopped 10 years ago, so probably comparing them is not worth the time. We should just drop them when we switch to OpenGL2, test it thoroughly and fix any issues that come up.