Sliced Volume Rendering

This was a quick demo built in an afternoon. Volumetric data is read from raw binary files and then stored in texture slices. Display parameter, such as density threshold, colouring etc is done in a shader and set through uniform variables. Currently, there is no sorting depth sorting of display slices, so transparent output sometimes looks nice and sometimes between horrible and non-existent. Anyway, this was just a quick test and I consider all other features ‘chrome’; they might be added later on (or probably never).

I’ve been using the free datasets from VolVis The source code is available here (it’s an Xcode project, but it’s using GLUT, so there should be no problem porting it on other platforms, just change the OpenGL/GLUT headers ... Included are the ‘Boston Teapot’ and ‘Bonsai Datasets’.

Pictures!

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An MRT scan of an aneurism, a 128x128x128 data set. Image 1