[yt-dev] OpenGL VR

Nathan Goldbaum nathan12343 at gmail.com
Thu Feb 25 09:45:56 PST 2016


On Thu, Feb 25, 2016 at 11:40 AM, Matthew Turk <matthewturk at gmail.com>
wrote:

> Hi folks,
>
> Over the last little while, Kacper, Andrew and I have been picking up
> on some work started by Chuck Rozhon to implement OpenGL-based volume
> rendering of AMR data.  Kacper recorded a demo about a week ago,
> although it has improved considerably even since then:
>
> https://www.youtube.com/watch?v=yiiBDK1OJDo
>
> As of right now, it can do these things:
>
>  * Load up a "data source" (which can be all_data, but doesn't need to be)
>  * Utilize orthographic and perspective cameras
>  * Maximum intensity projection
>  * Integrated projection
>  * Apply colormaps to these two things, using two-pass rendering
>  * Trackball camera with keyboard shortcuts for moving around the domain
>  * Output camera information that is compatible with the software
> renderer (i.e., it can be used to get a sequence of camera positions)
>  * Save images out
>  * Preliminary support for color transfer function-based VR.  At
> present this only supports isosurfaces that are manually encoded.  It
> will soon take 1D textures from the CTF object.
>
> The system has been designed to be very modular, with extensible
> keyboard and mouse shortcuts.  Kacper has even been able to build a
> very lightweight Qt-based GUI around it (on BB as xarthisius/reason )
> without changing much/any of the internal-to-yt code.  Also, it works
> reasonably well even on fairly old graphics cards for reasonably sized
> data.  (And since it'll accept data objects that are cutouts, this
> means you could pull a sphere or block out of a gigantic dataset and
> use that.)
>
> Anyway, the reason I'm writing is that I'd like to bring it to
> people's attention sooner rather than later.  It'll need some testing,
> and we're also working to make it in a readily usable state as well.
> As of right now, before WIP gets removed from the pull request, we're
> going to add documentation (with notes that it is likely an unstable
> API) and hopefully a short screencast.  But before then, I would like
> to invite folks to either review the PR or to test it out.
>
> https://bitbucket.org/yt_analysis/yt/pull-requests/1598
>
> Note that this requires cyglfw3, which is accessible via pip.
>

Also needs glfw3, which I installed via homebrew.


>
> I'm pretty excited about this, and the design we have been aiming for
> with the way it accepts objects and shaders should enable a lot of
> cool things to be done -- especially with respect to selecting data,
> presenting it, etc etc.
>
> I'd really like to see this be a part of 3.3.
>
> -Matt
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>
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