I am trying to implement a simple raycasting volume rendering in WebGL.
It is kind of working, but there are some artifacts when you rotate the volume around (i.e. the head appears deformed).
Live demo: http://fnndsc.github.io/vjs/#shaders_raycasting_adibrain
GLSL Code used for debugging: https://github.com/FNNDSC/vjs/blob/master/src/shaders/shaders.raycasting.secondPass.frag
Simplified version of the code:
for(int rayStep = 0; rayStep < maxSteps; rayStep++){
// map world coordinates to data coordinates
vec4 dataCoordinatesRaw = uWorldToData * currentPosition;
ivec3 dataCoordinates = ivec3(int(floor(dataCoordinatesRaw.x)), int(floor(dataCoordinatesRaw.y)), int(floor(dataCoordinatesRaw.z)));
float intensity = getIntensity(dataCoordinates);
// we have the intensity now
vec3 colorSample = vec3(intensity);
float alphaSample = intensity;
accumulatedColor += (1.0 - accumulatedAlpha) * colorSample * alphaSample;
accumulatedAlpha += alphaSample;
//Advance the ray.
currentPosition += deltaDirection;
accumulatedLength += deltaDirectionLength;
if(accumulatedLength >= rayLength || accumulatedAlpha >= 1.0 ) break;
}
I do not understand what could explain those artifacts.
Could it be because I do not use gradients to modulate opacity/color?
Any hint would be very welcome.
The backface coordinates were not computed properly during the first pass of the raycasting. The range of the "normalized" coodinates was not [0, 1]. It was [-.5, 1.5], therefore creating the visualization artifact as all values outside of [0, 1] range were clamped out.