Documentation/Labs/OpenGLFilters
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Contents
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
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: Denoising H1 sources: an investigation of adaptive and interactive filters (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/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 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).
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.