Visualizing an isosurface generated with marching cubes
I'm currently using OpenGL (more specifically through the VisPy bindings) to do some scientific data visualization. I have a volumetric dataset, and I would like to visualize some isosurfaces present inside of it. I generate the isosurfaces using the built-in marching cubes algorithm in Python's skimage.measure
library.
So, I have the set of vertices, and I have the set of indices which define the triangulation of the mesh as output by skimage.measure.marching_cubes
. These can be directly converted to VertexBuffer
and IndexBuffer
objects for rendering. But what is the proper way to apply a texture to the isosurface? I don't need to do anything fancy, basically just some color so it can be visualized more clearly.
Essentially, here is my point of confusion. Vertex coordinates are defined on the box [0,2] x [0,2] x [0, 1]
, because my volume is twice as long in x
and y
as it is in z
. Texture coordinates are always defined on the [0,1] x [0,1] x [0, 1]
cube if my understanding is correct. I've been attempting to generate a simple volumetric texture, converting vertex coordinates to texture coordinates by dividing the x
and y
components by two, and then using those coordinates in the volumetric texture as the texcoord
. But this doesn't work (please see attached image). Here's some code:
Vertex Shader:
uniform mat4 u_model;
uniform mat4 u_view;
uniform mat4 u_projection;
attribute vec3 a_position;
attribute vec3 a_texcoord;
varying vec3 v_texcoord;
void main() {
gl_Position = u_projection * u_view * u_model * vec4(a_position, 1.0);
v_texcoord = a_texcoord;
}
Fragment Shader:
uniform sampler3D u_texture;
varying vec3 v_texcoord;
void main() {
float r = texture3D(u_texture, v_texcoord).r;
float g = texture3D(u_texture, v_texcoord).g;
float b = texture3D(u_texture, v_texcoord).b;
gl_FragColor = vec4(r, g, b, 1);
}
The 3D texture is currently set to the following. Please note that this texture isn't supposed to mean all that much; I'm just trying to put a gradient in various directions and play around with the settings so I can see a difference in the output. Changing this texture has no effect on what I see.
D, H, W = 64, 128, 128
texture_arr = np.ones((W, H, D, 4)).astype(np.float32)
texture_arr[...] *= np.linspace(0, 1, W)[:, np.newaxis, np.newaxis, np.newaxis]
texture_arr[...] *= np.linspace(0, 1, H)[np.newaxis, :, np.newaxis, np.newaxis]
texture_arr[...] *= np.linspace(0, 1, D)[np.newaxis, np.newaxis, :, np.newaxis]
The VertexBuffer
and IndexBuffer
are exactly as output by the marching cubes algorithm. As described above, texcoord
is simply the vertex coordinate with x
and y
coordinates divided by two.
Here's a screenshot of what I see, which has the correct isosurface shape but is textured horribly wrong.
gl_FragColor was deprecated since OpenGL 3.0, are you using an older or newer version of OpenGL? Maybe you can try this fragment shader.
uniform sampler3D u_texture;
varying vec3 v_texcoord;
out vec4 FragColor;
void main()
{
FragColor = vec4(texture(u_texture, v_texcoord), 1);
}
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