Difference between revisions of "Documentation/Labs/OpenGLFilters"
From Slicer Wiki
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= Reference = | = Reference = | ||
− | + | * [[Developer_Meetings/20150609]] | |
− | + | * [[Developer_Meetings/20150901]] | |
− | + | * https://github.com/pieper/CommonGL/tree/master/GLFilters | |
− | https://github.com/pieper/CommonGL/tree/master/GLFilters | + | * http://www.vtk.org/Wiki/Shader_In_VTK |
− | http://www.vtk.org/Wiki/Shader_In_VTK | + | * [https://github.com/Kitware/VTK/blob/52d45496877b00852a08a5b9819d109c2fd9bfab/Imaging/General/vtkImageGaussianSmooth.h VTK/Imaging/General/vtkImageGaussianSmooth.h] |
− | https://github.com/Kitware/VTK/blob/52d45496877b00852a08a5b9819d109c2fd9bfab/Imaging/General/vtkImageGaussianSmooth.h | ||
− | |||
= Meeting = | = Meeting = |
Revision as of 19:25, 9 June 2016
Home < Documentation < Labs < OpenGLFiltersHere we summurize some efforts for enabling image processing (filtering/smoothing) in VTK/Slicer using OpenGL.
The reason behind this page is trying to coordinate the variuos projects regarding this subject.
Reference
- Developer_Meetings/20150609
- Developer_Meetings/20150901
- https://github.com/pieper/CommonGL/tree/master/GLFilters
- http://www.vtk.org/Wiki/Shader_In_VTK
- VTK/Imaging/General/vtkImageGaussianSmooth.h
Meeting
9th June 2016
Attanded by: Davide Punzo, Jean-Christophe Fillion-Robin, Ken Martin.
In order to boost filtering, OpenGL solution seems the best that fits our needs:
- no requirment on external library (CUDA or OpenCL).
- performance boosting is fairly good to allow almost interactive filtering up to volume of ~10^8 voxels.
Use Case
based on the Steve Pieper implementation of the classes:
vtkOpenGLTextureImage vtkOpenGLShaderComputation
here an Use case:
https://github.com/Punzo/SlicerAstro/tree/master/Smoothing/Logic https://www.overleaf.com/read/jbxxsqtctpgv
Full integration in VTK
For a full integration of the openGLfilters pipeline in VTK, it will be ideally to have a general purpose class:
VTKOpenGLImageAlgorithm
this class will have the duty to:
- hanle the I/O comunication between the vtkImageData and the GPU Texture using fully the VTK shader infrastracure, since the shader infrastructure is already available in VTK (safe binding, automatic versioning, etc... http://www.vtk.org/Wiki/Shader_In_VTK).
- child classes will handle different approach (e.g. multipass/iterative filtering).
Action
- Talk with Steve and getting his feedback.
- Ken will be very happy to contribute writing the base class VTKOpenGLImageAlgorithm (in a couple of weeks after his vacation).