Dear Maxim
I have been thinking about the same things you mentioned in your email, and
test 1 is exactly what I plan to do today. I will report back my test
results. Thanks!


Jinghua

On Thu, Feb 19, 2009 at 2:55 AM, Maxim Makhinya <[email protected]> wrote:

>
> Hello Jinghua,
>
> This part of your code looks correct, I never tried it
> with GL_LUMINANCE thought. How I would approach you
> problem is the following:
>
> 1) Create same test cases for ranges [0 1] and [0 0.25].
>    Which means that for one of them you HAVE TO adjust
>    depth scaling in your .vhf file ( dScale=..). When
>    you render your two cases, make sure objects occupy
>    exactly the SAME space on the screen, and that final
>    rendering is identical (make also sure you are using
>    the same number of intersecting slices). This is very
>    important since volume rendering performance directly
>    depends on your fill, i.e. how many pixels were
>    rendered, cause all the job is done by fragment shader!
>
> 2) analyze then 3D textures' sizes, they should be
>    identical (you render the same data).
>
> I don't see why you have this problems, because when you
> have range [0 0.25] sliceClipping ( sliceClipping.cpp ) will
> cut a parallelepiped out of the cube (1,1,1) and your texture
> coordinates will also be in range: (0..1, 0..1, 0..0.25),
> but, your texture fits perfectly in to
> (0..1024, 0..1024, 0..256), and you want to use the whole
> texture, not just the first quarter of it, so TD.D will be
> 4, and it will rescale coordinates from sliceClipping to
> (0..1, 0..1, 0..1), but on the screen it will still look as
> parallelepiped! Now if you render same amount of data but
> using different ranges [0 1] and [0 0.25] one will look as
> a cube and another as parallelepiped (if scaling coefficients
> are equal), that's why you need to readjust them for one of
> your test cases; again, you need exactly the same data and
> exactly the same screen space to be rendered to compare
> performance, it is not enough just to simply render same
> amount of data.
>
>
> Best Regards,
>
> Makhinya Maxim
>
>
> On Feb 18, 2009, at 6:28 PM, Jinghua Ge wrote:
>
> > Yes I see 1/4 data scaled to the same screen space. I am pretty sure
> > I load the same amount of data into 3D texture, as the print out
> > shows: w:1024 1024 h:1024 1024 d:1024 256 256
> >
> > The texture code is:  (I set comp = 1 for my ubyte volume data)
> >
> >     if(comp == 4)
> >     {
> >     glTexImage3D(   GL_TEXTURE_3D,
> >                     0, GL_RGBA, tW, tH, tD,
> >                     0, GL_RGBA, GL_UNSIGNED_BYTE, (GLvoid*)
> > (&data[0]) );
> >     }
> >     else if(comp == 1)
> >     {
> >     //glTexImage3D(   GL_TEXTURE_3D,
> >     //                0, GL_ALPHA, tW, tH, tD,
> >     //                0, GL_ALPHA, GL_UNSIGNED_BYTE, (GLvoid*)
> > (&data[0]) );
> >     glTexImage3D(   GL_TEXTURE_3D,
> >                     0, GL_LUMINANCE, tW, tH, tD,
> >                     0, GL_LUMINANCE, GL_UNSIGNED_BYTE, (GLvoid*)
> > (&data[0]) );
> >     }
> >
> > Let me double check tho.
> >
> >
> > Jinghua
> >
> >
> > On Wed, Feb 18, 2009 at 11:20 AM, Maxim Makhinya
> > <[email protected]> wrote:
> > >
> > >> I set the TD.D = 1. , the rendering is fast now, but the
> > >> scaling is wrong.
> > >
> > > Doing this you should see wrong portion of data rendered, not
> > > wrong scaled!
> >
> > well, actually, you will see both - wrong scaled and wrong
> > portion ( 4 times smaller ) of data, because smaller portion
> > will occupy same screen space (if you didn't messed vertex
> > positions).
> >
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> >
> >
> >
> > --
> > Jinghua Ge, Ph.D
> > Visualization Consultant, CCT
> > 331 Frey Computing Services Center
> > Louisiana State University
> > Phone: (225) 578-7789
> > Fax:      (225) 334-2061
> >
> >
> > _______________________________________________
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> > http://www.equalizergraphics.com/cgi-bin/mailman/listinfo/eq-dev
> > http://www.equalizergraphics.com
>
>
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-- 
Jinghua Ge, Ph.D
Visualization Consultant, CCT
331 Frey Computing Services Center
Louisiana State University
Phone: (225) 578-7789
Fax:      (225) 334-2061
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