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Program: Visualization Toolkit
Module: vtkLineIntegralConvolution2D.h
Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
All rights reserved.
See Copyright.txt or http://www.kitware.com/Copyright.htm for details.
This software is distributed WITHOUT ANY WARRANTY; without even
the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
PURPOSE. See the above copyright notice for more information.
=========================================================================*/
// .NAME vtkLineIntegralConvolution2D - GPU-based implementation of Line
// Integral Convolution (LIC)
//
// .SECTION Description
// This class resorts to GLSL to implement GPU-based Line Integral Convolution
// (LIC) for visualizing a 2D vector field that may be obtained by projecting
// an original 3D vector field onto a surface (such that the resulting 2D
// vector at each grid point on the surface is tangential to the local normal,
// as done in vtkSurfaceLICPainter).
//
// As an image-based technique, 2D LIC works by (1) integrating a bidirectional
// streamline from the center of each pixel (of the LIC output image), (2)
// locating the pixels along / hit by this streamline as the correlated pixels
// of the starting pixel (seed point / pixel), (3) indexing a (usually white)
// noise texture (another input to LIC, in addition to the 2D vector field,
// usually with the same size as that of the 2D vetor field) to determine the
// values (colors) of these pixels (the starting and the correlated pixels),
// typically through bi-linear interpolation, and (4) performing convolution
// (weighted averaging) on these values, by adopting a low-pass filter (such
// as box, ramp, and Hanning kernels), to obtain the result value (color) that
// is then assigned to the seed pixel.
//
// The GLSL-based GPU implementation herein maps the aforementioned pipeline to
// fragment shaders and a box kernel is employed. Both the white noise and the
// vector field are provided to the GPU as texture objects (supported by the
// multi-texturing capability). In addition, there are four texture objects
// (color buffers) allocated to constitute two pairs that work in a ping-pong
// fashion, with one as the read buffers and the other as the write / render
// targets. Maintained by a frame buffer object (GL_EXT_framebuffer_object),
// each pair employs one buffer to store the current (dynamically updated)
// position (by means of the texture coordinate that keeps being warped by the
// underlying vector) of the (virtual) particle initially released from each
// fragment while using the bother buffer to store the current (dynamically
// updated too) accumulated texture value that each seed fragment (before the
// 'mesh' is warped) collects. Given NumberOfSteps integration steps in each
// direction, there are a total of (2 * NumberOfSteps + 1) fragments (including
// the seed fragment) are convolved and each contributes 1 / (2 * NumberOfSteps
// + 1) of the associated texture value to fulfill the box filter.
//
// One pass of LIC (basic LIC) tends to produce low-contrast / blurred images and
// vtkLineIntegralConvolution2D provides an option for creating enhanced LIC
// images. Enhanced LIC improves image quality by increasing inter-streamline
// contrast while suppressing artifacts. It performs two passes of LIC, with a
// 3x3 Laplacian high-pass filter in between that processes the output of pass
// #1 LIC and forwards the result as the input 'noise' to pass #2 LIC.
//
// vtkLineIntegralConvolution2D applies masking to zero-vector fragments so
// that un-filtered white noise areas are made totally transparent by class
// vtkSurfaceLICPainter to show the underlying geometry surface.
//
// The convolution process tends to decrease both contrast and dynamic range,
// sometimes leading to dull dark images. In order to counteract this, optional
// contrast ehnancement stages have been added. These increase the dynamic range and
// contrast and sharpen streaking patterns that emerge from the LIC process.
//
// Under some circumstances, typically depending on the contrast and dynamic
// range and graininess of the noise texture, jagged or pixelated patterns emerge
// in the LIC. These can be reduced by enabling the optional anti-aliasing pass.
//
// The internal pipeline is as follows, with optional stages denoted by ()
// nested optional stages depend on their parent stage.
// <pre>
// noise texture
// |
// [ LIC ((CE) HPF LIC) (AA) (CE) ]
// | |
// vector field LIC'd image
// </pre>
// where LIC is the LIC stage, HPF is the high-pass filter stage, CE is the
// contrast ehnacement stage, and AA is the antialias stage.
//
// .SECTION See Also
// vtkSurfaceLICPainter vtkImageDataLIC2D vtkStructuredGridLIC2D
#ifndef vtkLineIntegralConvolution2D_h
#define vtkLineIntegralConvolution2D_h
#include "vtkObject.h"
#include "vtkWeakPointer.h" // for ren context
#include "vtkRenderingLICModule.h" // for export macro
#include <deque> // for deque
class vtkRenderWindow;
class vtkTextureObject;
class vtkPixelExtent;
class vtkShaderProgram2;
class vtkFrameBufferObject2;
class vtkPainterCommunicator;
class VTKRENDERINGLIC_EXPORT vtkLineIntegralConvolution2D : public vtkObject
{
public:
static vtkLineIntegralConvolution2D *New();
vtkTypeMacro(vtkLineIntegralConvolution2D, vtkObject);
void PrintSelf(ostream & os, vtkIndent indent);
// Description:
// Returns if the context supports the required extensions.
static bool IsSupported(vtkRenderWindow * renWin);
// Description:
// Set/Get the rendering context. A reference is not explicity held,
// thus refernce to the context must be held externally.
void SetContext(vtkRenderWindow *context);
vtkRenderWindow *GetContext();
// Description:
// EnhancedLIC mean compute the LIC twice with the second pass using
// the edge-enhanced result of the first pass as a noise texture. Edge
// enhancedment is made by a simple Laplace convolution.
vtkSetClampMacro(EnhancedLIC, int, 0, 1);
vtkGetMacro(EnhancedLIC, int);
vtkBooleanMacro(EnhancedLIC, int);
// Description:
// Enable/Disable contrast and dynamic range correction stages. Stage 1 is applied
// on the input to the high-pass filter when the high-pass filter is enabled and
// skipped otherwise. Stage 2, when enabled is the final stage in the internal
// pipeline. Both stages are implemented by a histogram stretching of the gray scale
// colors in the LIC'd image as follows:
//
// c = (c-m)/(M-m)
//
// where, c is the fragment color, m is the color value to map to 0, M is the
// color value to map to 1. The default values of m and M are the min and max
// over all fragments.
//
// This increase the dynamic range and contrast in the LIC'd image, both of which
// are natuarly attenuated by the LI conovlution proccess.
//
// ENHANCE_CONTRAST_OFF -- don't enhance contrast
// ENHANCE_CONTRAST_ON -- enhance high-pass input and final stage output
//
// This feature is disabled by default.
enum {
ENHANCE_CONTRAST_OFF=0,
ENHANCE_CONTRAST_ON=1};
vtkSetClampMacro(EnhanceContrast, int, 0, 2);
vtkGetMacro(EnhanceContrast, int);
vtkBooleanMacro(EnhanceContrast, int);
// Description:
// This feature is used to fine tune the contrast enhancement. Values are provided
// indicating the fraction of the range to adjust m and M by during contrast enahncement
// histogram stretching. M and m are the intensity/lightness values that map to 1 and 0.
// (see EnhanceContrast for an explanation of the mapping procedure). m and M are computed
// using the factors as follows:
//
// m = min(C) - mFactor * (max(C) - min(C))
// M = max(C) - MFactor * (max(C) - min(C))
//
// the default values for mFactor and MFactor are 0 which result in
// m = min(C), M = max(C), where C is all of the colors in the image. Adjusting
// mFactor and MFactor above zero provide a means to control the saturation of
// normalization. These settings only affect the final normalization, the
// normalization that occurs on the input to the high-pass filter always uses
// the min and max.
vtkSetClampMacro(LowContrastEnhancementFactor, double, 0.0, 1.0);
vtkGetMacro(LowContrastEnhancementFactor, double);
vtkSetClampMacro(HighContrastEnhancementFactor, double, 0.0, 1.0);
vtkGetMacro(HighContrastEnhancementFactor, double);
// Description:
// Enable/Disable the anti-aliasing pass. This optional pass (disabled by
// default) can be enabled to reduce jagged patterns in the final LIC image.
// Values greater than 0 control the number of iterations, one is typically
// sufficient.
vtkSetClampMacro(AntiAlias, int, 0, VTK_INT_MAX);
vtkGetMacro(AntiAlias, int);
vtkBooleanMacro(AntiAlias, int);
// Description:
// Number of streamline integration steps (initial value is 1).
// In term of visual quality, the greater (within some range) the better.
vtkSetClampMacro(NumberOfSteps, int, 0, VTK_INT_MAX);
vtkGetMacro(NumberOfSteps, int);
// Description:
// Get/Set the streamline integration step size (0.01 by default). This is
// the length of each step in normalized image space i.e. in range [0, FLOAT_MAX].
// In term of visual quality, the smaller the better. The type for the
// interface is double as VTK interface is, but GPU only supports float.
// Thus it will be converted to float in the execution of the algorithm.
vtkSetClampMacro(StepSize, double, 0.0, VTK_FLOAT_MAX);
vtkGetMacro(StepSize, double);
// Description:
// If VectorField has >= 3 components, we must choose which 2 components
// form the (X, Y) components for the vector field. Must be in the range
// [0, 3].
void SetComponentIds(int c0, int c1);
void SetComponentIds(int c[2]){ this->SetComponentIds(c[0], c[1]); }
vtkGetVector2Macro(ComponentIds, int);
// Description:
// Set the max noise value for use during LIC integration normalization.
// The integration normalization factor is the max noise value times the
// number of steps taken. The default value is 1.
vtkSetClampMacro(MaxNoiseValue, double, 0.0, 1.0);
vtkGetMacro(MaxNoiseValue, double);
// Description:
// This class performs LIC in the normalized image space. Hence, by default
// it transforms the input vectors to the normalized image space (using the
// GridSpacings and input vector field dimensions). Set this to 0 to disable
// tranformation if the vectors are already transformed.
void SetTransformVectors(int val);
vtkGetMacro(TransformVectors, int);
// Description:
// Set/Get the spacing in each dimension of the plane on which the vector
// field is defined. This class performs LIC in the normalized image space
// and hence generally it needs to transform the input vector field (given
// in physical space) to the normalized image space. The Spacing is needed
// to determine the transform. Default is (1.0, 1.0). It is possible to
// disable vector transformation by setting TransformVectors to 0.
//vtkSetVector2Macro(GridSpacings, double);
//vtkGetVector2Macro(GridSpacings, double);
// Description:
// Normalize vectors during integration. When set(the default) the input vector field
// is normalized during integration, and each integration occurs over the same arclength.
// When not set each integration occurs over an arc length proportional to the field
// magnitude as is customary in traditional numerical methods. See, "Imaging Vector
// Fields Using Line Integral Convolution" for an axample where normalization is used.
// See, "Image Space Based Visualization of Unsteady Flow on Surfaces" for an example
// of where no normalization is used.
void SetNormalizeVectors(int val);
vtkGetMacro(NormalizeVectors, int);
// Description:
// The MaskThreshold controls blanking of the LIC texture. For fragments with
// |V|<threhold the LIC fragment is not rendered. The default value is 0.0.
//
// For surface LIC MaskThreshold units are in the original vector space. For image LIC
// be aware that while the vector field is transformed to image space while the mask
// threshold is not. Therefore the mask threshold must be specified in image space
// units.
vtkSetClampMacro(MaskThreshold, double, -1.0, VTK_FLOAT_MAX);
vtkGetMacro(MaskThreshold, double);
// Description:
// Compute the lic on the entire vector field texture.
vtkTextureObject *Execute(
vtkTextureObject *vectorTex,
vtkTextureObject *noiseTex);
// Description:
// Compute the lic on the indicated subset of the vector field
// texture.
vtkTextureObject *Execute(
const int extent[4],
vtkTextureObject *vectorTex,
vtkTextureObject *noiseTex);
//BTX
// Description:
// Compute LIC over the desired subset of the input texture. The
// result is copied into the desired subset of the provided output
// texture.
//
// inputTexExtent : screen space extent of the input texture
// vectorExtent : part of the inpute extent that has valid vectors
// licExtent : part of the inpute extent to compute on
// outputTexExtent : screen space extent of the output texture
// outputExtent : part of the output texture to store the result
//
vtkTextureObject *Execute(
const vtkPixelExtent &inputTexExtent,
const std::deque<vtkPixelExtent> &vectorExtent,
const std::deque<vtkPixelExtent> &licExtent,
vtkTextureObject *vectorTex,
vtkTextureObject *maskVectorTex,
vtkTextureObject *noiseTex);
//ETX
// Description:
// Convenience functions to ensure that the input textures are
// configured correctly.
static
void SetVectorTexParameters(vtkTextureObject *vectors);
static
void SetNoiseTexParameters(vtkTextureObject *noise);
//BTX
// Description:
// Set the communicator to use during parallel operation
// The communicator will not be duplicated or reference
// counted for performance reasons thus caller should
// hold/manage reference to the communicator during use
// of the LIC object.
virtual void SetCommunicator(vtkPainterCommunicator *){}
virtual vtkPainterCommunicator *GetCommunicator();
// Description:
// For parallel operation, find global min/max
// min/max are in/out.
virtual void GetGlobalMinMax(
vtkPainterCommunicator*,
float&,
float&) {}
//ETX
// Description:
// Methods used for parallel benchmarks. Use cmake to define
// vtkLineIntegralConviolution2DTIME to enable benchmarks.
// During each update timing information is stored, it can
// be written to disk by calling WriteLog.
virtual void WriteTimerLog(const char *){}
protected:
vtkLineIntegralConvolution2D();
virtual ~vtkLineIntegralConvolution2D();
void SetVTShader(vtkShaderProgram2 *prog);
void SetLIC0Shader(vtkShaderProgram2 *prog);
void SetLICIShader(vtkShaderProgram2 *prog);
void SetLICNShader(vtkShaderProgram2 *prog);
void SetEEShader(vtkShaderProgram2 *prog);
void SetCEShader(vtkShaderProgram2 *prog);
void SetAAHShader(vtkShaderProgram2 *prog);
void SetAAVShader(vtkShaderProgram2 *prog);
void BuildShaders();
void RenderQuad(
float computeBounds[4],
vtkPixelExtent computeExtent);
vtkTextureObject *AllocateBuffer(unsigned int texSize[2]);
// Description:
// Convenience functions to ensure that the input textures are
// configured correctly.
void SetNoise2TexParameters(vtkTextureObject *noise);
// Description:
// Methods used for parallel benchmarks. Use cmake to define
// vtkSurfaceLICPainterTIME to enable benchmarks. During each
// update timing information is stored, it can be written to
// disk by calling WriteLog (defined in vtkSurfaceLICPainter).
virtual void StartTimerEvent(const char *){}
virtual void EndTimerEvent(const char *){}
protected:
vtkPainterCommunicator *Comm;
vtkWeakPointer<vtkRenderWindow> Context;
vtkFrameBufferObject2 *FBO;
int ShadersNeedBuild;
vtkShaderProgram2 *VTShader;
vtkShaderProgram2 *LIC0Shader;
vtkShaderProgram2 *LICIShader;
vtkShaderProgram2 *LICNShader;
vtkShaderProgram2 *EEShader;
vtkShaderProgram2 *CEShader;
vtkShaderProgram2 *AAHShader;
vtkShaderProgram2 *AAVShader;
int NumberOfSteps;
double StepSize;
int EnhancedLIC;
int EnhanceContrast;
double LowContrastEnhancementFactor;
double HighContrastEnhancementFactor;
int AntiAlias;
int NoiseTextureLookupCompatibilityMode;
double MaskThreshold;
int TransformVectors;
int NormalizeVectors;
int ComponentIds[2];
double MaxNoiseValue;
private:
vtkLineIntegralConvolution2D(const vtkLineIntegralConvolution2D &); // Not implemented.
void operator = (const vtkLineIntegralConvolution2D &); // Not implemented.
};
#endif
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