Difference between revisions of "Documentation/Labs/OpenGLFilters"
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− | * Ken wrote the base class for operation filtering on GPU https://github.com/Kitware/VTK/blob/41fab4e9d7a7b55cd5c7368fee914a74b7bec751/Rendering/OpenGL2/vtkOpenGLImageAlgorithmHelper.h | + | * Ken wrote the base class for operation filtering on GPU [https://github.com/Kitware/VTK/blob/41fab4e9d7a7b55cd5c7368fee914a74b7bec751/Rendering/OpenGL2/vtkOpenGLImageAlgorithmHelper.h] |
− | + | * and he gave also an example how to use it: [https://github.com/Kitware/VTK/blob/3530cb6e8a7992ba1c8dbf5652c2b9d0c21bf4cd/Imaging/OpenGL2/vtkOpenGLImageGradient.h] | |
* An application of the class for filtering can also be found here: https://github.com/Punzo/SlicerAstro/tree/master/vtkOpenGLFilters | * An application of the class for filtering can also be found here: https://github.com/Punzo/SlicerAstro/tree/master/vtkOpenGLFilters | ||
Revision as of 14:30, 2 September 2016
Home < Documentation < Labs < OpenGLFiltersContents
Overview
Here we summarize some efforts for enabling image processing (filtering/smoothing) in VTK/Slicer using OpenGL.
The reason behind this page is trying to coordinate the various projects regarding this subject.
Meetings
9th June 2016
Attended by: Davide Punzo, Jean-Christophe Fillion-Robin, Ken Martin, Utkarsh Ayachit and Robert Maynard
Based on an original idea of Steve Pieper
In order to implement efficient filtering, OpenGL solution seems the best that fits our needs:
- no requirement on external library (CUDA or OpenCL).
- performance boosting is fairly good to allow almost interactive filtering up to volume of ~10^8 voxels.
Source: Finding faint HI structure in and around galaxies: scraping the barrel (submitted)
Use Case
Based on the Steve Pieper implementation of the classes:
vtkOpenGLTextureImage vtkOpenGLShaderComputation
here an Use case:
https://github.com/Punzo/SlicerAstro/tree/master/AstroSmoothing/Logic https://www.overleaf.com/read/jbxxsqtctpgv
Full integration in VTK
For a full integration of the openGLfilters pipeline in VTK, it will be ideal to have a general purpose class:
VTKOpenGLImageAlgorithm
this class will have the duty to:
- handle the I/O communication between the
vtkImageData
and the GPU Texture using fully the VTK shader infrastructure, 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).
Ken Martin provided this structure in VTK: [1]
Next steps
- Talk with Steve and getting his feedback.
- Ken will be very happy to contribute a base class
vtkOpenGLImageAlgorithm
- Timeline: in 2-3 weeks after his vacation
- Most likely derived from
vtkImageAlgorithm
, the class will integrate feature from VTK/Rendering/OpenGL/vtkGaussianBlurPass.h to facilitate the use of custom shaders to implement GPU based filters.
Status
- Ken wrote the base class for operation filtering on GPU [2]
- and he gave also an example how to use it: [3]
- An application of the class for filtering can also be found here: https://github.com/Punzo/SlicerAstro/tree/master/vtkOpenGLFilters