- 
osg 使用整理 (7):体渲染效果2025-10-30 17:23:44
- osg 使用整理 (7):体渲染效果 -   体渲染技术可用于医学成像、计算流体力学、有限元、地球物理学、遥感等领域,数据通常来源于CT扫描、核磁共振MRI、卫星成像和声纳等设备,大概分为三种:直接体渲染技术(光线投射法、抛雪球法、错切变形法)、间接体绘制技术和最大密度投影技术。 - 1 光线投射法(ray casting) -  re:《GPU编程与CG语言之阳春白雪下里巴人》 -  光线投射法是基于图像序列的直接体绘制算法。从图像的每一个像素,沿着视线方向发射一条光线,光线穿越整个图像序列,并在这个过程中,对图像序列进行采样获取颜色信息,同时依据光线吸收模型将颜色值进行累加,直至光线穿越整个图像序列,最后得到的颜色值就是渲染图像的颜色。 - 1.1 投射方向 -  首先创建立方体几何,作为体纹理载体,体纹理通过三维纹理坐标和模型一一对应,然后由视点向模型上的点连射线,该射线穿越模型空间等价于射线穿越了体纹理,需要注意OpenGL和Direct3D使用的体纹理坐标并不相同。 -  射线起始点为相机位置,终止于立方体背面点,射线方向由此求出。开启OpengGL正面剔除设置: - glEnable(GL_CULL_FACE); - glCullFace(GL_BACK);//GL_BACK 背面 GL_FRONT 正面 GL_FRONT_AND_BACK 正面和反面 -  穿越体数据过程中做等距采样,采样密度由外界设置,根据视点和出射点计算投射距离,除以采样密度得到采样次数,这样在每一次采样循环过程中按照颜色合成公式进行反复累加。 - 1.2 透明度合成公式 -  透明度代表光穿透物体的能力,如果穿透多个物体,则这种变化是累加的,称为alpha混合技术。如果有多个透明物体,通常需要对物体进行排序。从背面到前面进行采样合成的公式为: - \[C_i^Δ=(1-A_i)C_{i+1}^Δ+C_i\\ - A_i^Δ=(1-A_i)C_{i+1}^Δ+A_i - \] -  直到透明度累加超过1或者采样距离大于投射距离或者采样次数超过设置最大采样次数时,结束颜色混合迭代。 - 1.3 osg中光线投射法shader实现 -  顶点着色器代码: - #version 330 - layout(location = 0) in vec3 Postion; - layout(location = 1) in vec4 Color; - layout(location = 8) in vec3 TexCoord; - uniform mat4 osg_ModelViewProjectionMatrix; - uniform mat4 osg_ViewMatrixInverse; - uniform mat4 toTextureMatrix; - out vec4 cameraPos; - out vec4 vertexPos; - out vec4 baseColor; - out vec3 lightDir; - void main(void) - { - gl_Position=osg_ModelViewProjectionMatrix*vec4(Postion,1.0); - cameraPos = toTextureMatrix*osg_ViewMatrixInverse * vec4(0,0,0,1); - vertexPos=vec4(TexCoord,1.0); - baseColor=Color; - vec4 lightPosition = osg_ViewMatrixInverse * gl_LightSource[0].position; - if (lightPosition[3]==0.0) - { - lightDirection = -normalize(lightPosition.xyz); - } - else - { - lightDirection = normalize((lightPosition-vertexPos).xyz); - } - } -  片段着色器代码 (带颜色转移函数) - #version 330 - uniform sampler3D baseTexture; - uniform sampler1D tfTexture; - uniform float tfScale; - uniform float tfOffset; - uniform float SampleDensityValue; - uniform float TransparencyValue; - uniform float AlphaFuncValue; - in vec4 cameraPos; - in vec4 vertexPos; - in vec4 baseColor; - out vec4 FragColor; - void main(void) - { - vec4 t0 = vertexPos; - vec4 te = cameraPos; - if (te.x>=0.0 && te.x<=1.0 && - te.y>=0.0 && te.y<=1.0 && - te.z>=0.0 && te.z<=1.0) - { - // do nothing... te inside volume - } - else - { - if (te.x<0.0) - { - float r = -te.x / (t0.x-te.x); - te = te + (t0-te)*r; - } - if (te.x>1.0) - { - float r = (1.0-te.x) / (t0.x-te.x); - te = te + (t0-te)*r; - } - if (te.y<0.0) - { - float r = -te.y / (t0.y-te.y); - te = te + (t0-te)*r; - } - if (te.y>1.0) - {\n" - float r = (1.0-te.y) / (t0.y-te.y); - te = te + (t0-te)*r; - } - if (te.z<0.0) - { - float r = -te.z / (t0.z-te.z); - te = te + (t0-te)*r; - } - if (te.z>1.0) - { - float r = (1.0-te.z) / (t0.z-te.z); - te = te + (t0-te)*r; - } - } - const float min_iteratrions = 2.0; - const float max_iteratrions = 2048.0; - float num_iterations = ceil(length((te-t0).xyz)/SampleDensityValue); - if (num_iterations - else if (num_iterations>max_iteratrions) num_iterations = max_iteratrions; - vec3 deltaTexCoord=(t0-te).xyz/float(num_iterations-1.0); - vec3 texcoord = te.xyz; - vec4 fragColor = vec4(0.0, 0.0, 0.0, 0.0); - while(num_iterations>0.0) - { - float v = texture( baseTexture, texcoord).a * tfScale + tfOffset; - vec4 color = texture1D( tfTexture, v); - float r = color[3]*TransparencyValue; - if (r>AlphaFuncValue) - { - fragColor.xyz = fragColor.xyz*(1.0-r)+color.xyz*r; - fragColor.w += r; - } - if(fragColor.w>1.0)break; - texcoord += deltaTexCoord; - --num_iterations; - } - fragColor.w *= TransparencyValue; - if (fragColor.w>1.0) fragColor.w = 1.0; - fragColor *= baseColor; - if (fragColor.w - FragColor = fragColor; - }; -  iso等值面片段着色器 - #version 330 - uniform sampler3D baseTexture; - uniform sampler1D tfTexture; - uniform float tfScale; - uniform float tfOffset; - uniform float SampleDensityValue; - uniform float TransparencyValue; - uniform float IsoSurfaceValue; - in vec4 cameraPos; - in vec4 vertexPos; - in vec4 baseColor; - in vec3 lightDirection; - out vec4 FragColor; - void main(void) - { - vec4 t0 = vertexPos; - vec4 te = cameraPos; - if (te.x>=0.0 && te.x<=1.0 && - te.y>=0.0 && te.y<=1.0 && - te.z>=0.0 && te.z<=1.0) - { - // do nothing... te inside volume - } - else - { - if (te.x<0.0) - { - float r = -te.x / (t0.x-te.x); - te = te + (t0-te)*r; - } - if (te.x>1.0) - { - float r = (1.0-te.x) / (t0.x-te.x); - te = te + (t0-te)*r; - } - if (te.y<0.0) - { - float r = -te.y / (t0.y-te.y); - te = te + (t0-te)*r; - } - if (te.y>1.0) - {\n" - float r = (1.0-te.y) / (t0.y-te.y); - te = te + (t0-te)*r; - } - if (te.z<0.0) - { - float r = -te.z / (t0.z-te.z); - te = te + (t0-te)*r; - } - if (te.z>1.0) - { - float r = (1.0-te.z) / (t0.z-te.z); - te = te + (t0-te)*r; - } - } - const float min_iteratrions = 2.0; - const float max_iteratrions = 2048.0; - float num_iterations = ceil(length((te-t0).xyz)/SampleDensityValue); - if (num_iterations - else if (num_iterations>max_iteratrions) num_iterations = max_iteratrions; - vec3 deltaTexCoord=(t0-te).xyz/float(num_iterations-1.0); - vec3 texcoord = te.xyz; - float previousV = texture( baseTexture, texcoord).a; - float normalSampleDistance = 1.0/512.0; - vec3 deltaX = vec3(normalSampleDistance, 0.0, 0.0); - vec3 deltaY = vec3(0.0, normalSampleDistance, 0.0); - vec3 deltaZ = vec3(0.0, 0.0, normalSampleDistance); - vec4 fragColor = vec4(0.0, 0.0, 0.0, 0.0); - while(num_iterations>0.0) - { - float v = texture3D( baseTexture, texcoord).a; - float m = (previousV-IsoSurfaceValue) * (v-IsoSurfaceValue); - if (m <= 0.0) - { - float r = (IsoSurfaceValue-v)/(previousV-v); - texcoord = texcoord - r*deltaTexCoord; - v = texture( baseTexture, texcoord).a * tfScale + tfOffset; - vec4 color = texture( tfTexture, v); - float px = texture( baseTexture, texcoord + deltaX).a; - float py = texture( baseTexture, texcoord + deltaY).a; - float pz = texture( baseTexture, texcoord + deltaZ).a; - float nx = texture( baseTexture, texcoord - deltaX).a; - float ny = texture( baseTexture, texcoord - deltaY).a; - float nz = texture( baseTexture, texcoord - deltaZ).a; - vec3 grad = vec3(px-nx, py-ny, pz-nz); - if (grad.x!=0.0 || grad.y!=0.0 || grad.z!=0.0) - { - vec3 normal = normalize(grad); - float lightScale = 0.1 + max(0.0, dot(normal.xyz, lightDirection))*0.9; - color.x *= lightScale; - color.y *= lightScale; - color.z *= lightScale; - } - color *= baseColor; - FragColor = color; - return ; - } - previousV=v; - texcoord += deltaTexCoord; - --num_iterations; - } - discard; - }; -  light光照片段着色器 - #version 330 - uniform sampler3D baseTexture; - uniform sampler1D tfTexture; - uniform float tfScale; - uniform float tfOffset; - uniform float SampleDensityValue; - uniform float TransparencyValue; - uniform float AlphaFuncValue; - in vec4 cameraPos; - in vec4 vertexPos; - in vec4 baseColor; - in vec3 lightDirection; - out vec4 FragColor; - void main(void) - { - vec4 t0 = vertexPos; - vec4 te = cameraPos; - if (te.x>=0.0 && te.x<=1.0 && - te.y>=0.0 && te.y<=1.0 && - te.z>=0.0 && te.z<=1.0) - { - // do nothing... te inside volume - } - else - { - if (te.x<0.0) - { - float r = -te.x / (t0.x-te.x); - te = te + (t0-te)*r; - } - if (te.x>1.0) - { - float r = (1.0-te.x) / (t0.x-te.x); - te = te + (t0-te)*r; - } - if (te.y<0.0) - { - float r = -te.y / (t0.y-te.y); - te = te + (t0-te)*r; - } - if (te.y>1.0) - {\n" - float r = (1.0-te.y) / (t0.y-te.y); - te = te + (t0-te)*r; - } - if (te.z<0.0) - { - float r = -te.z / (t0.z-te.z); - te = te + (t0-te)*r; - } - if (te.z>1.0) - { - float r = (1.0-te.z) / (t0.z-te.z); - te = te + (t0-te)*r; - } - } - const float min_iteratrions = 2.0; - const float max_iteratrions = 2048.0; - float num_iterations = ceil(length((te-t0).xyz)/SampleDensityValue); - if (num_iterations - else if (num_iterations>max_iteratrions) num_iterations = max_iteratrions; - vec3 deltaTexCoord=(t0-te).xyz/float(num_iterations-1.0); - vec3 texcoord = te.xyz; - float normalSampleDistance = 1.0/512.0; - vec3 deltaX = vec3(normalSampleDistance, 0.0, 0.0); - vec3 deltaY = vec3(0.0, normalSampleDistance, 0.0); - vec3 deltaZ = vec3(0.0, 0.0, normalSampleDistance); - vec4 fragColor = vec4(0.0, 0.0, 0.0, 0.0); - while(num_iterations>0.0) - { - float v = texture( baseTexture, texcoord).a * tfScale + tfOffset; - vec4 color = texture1D( tfTexture, v); - float a=v; - float px = texture( baseTexture, texcoord + deltaX).a; - float py = texture( baseTexture, texcoord + deltaY).a; - float pz = texture( baseTexture, texcoord + deltaZ).a; - float nx = texture( baseTexture, texcoord - deltaX).a; - float ny = texture( baseTexture, texcoord - deltaY).a; - float nz = texture( baseTexture, texcoord - deltaZ).a; - vec3 grad = vec3(px-nx, py-ny, pz-nz); - if (grad.x!=0.0 || grad.y!=0.0 || grad.z!=0.0) - { - vec3 normal = normalize(grad); - float lightScale = 0.1 + max(0.0, dot(normal.xyz, lightDirection))*0.9; - color.x *= lightScale; - color.y *= lightScale; - color.z *= lightScale; - } - float r = color[3]*TransparencyValue; - if (r>AlphaFuncValue) - { - fragColor.xyz = fragColor.xyz*(1.0-r)+color.xyz*r; - fragColor.w += r; - } - if (fragColor.w - { - fragColor = color; - } - texcoord += deltaTexCoord; - --num_iterations; - } - fragColor.w *= TransparencyValue; - if (fragColor.w>1.0) fragColor.w = 1.0; - fragColor *= baseColor; - if (fragColor.w - FragColor = fragColor; - };