Repository: SuboptimalEng/volume-rendering
Branch: main
Commit: df7a0d77a8a1
Files: 21
Total size: 44.6 KB
Directory structure:
gitextract_8cedh4io/
├── .eslintrc.cjs
├── .gitignore
├── LICENSE
├── README.md
├── index.html
├── package.json
├── postcss.config.js
├── src/
│ ├── App.tsx
│ ├── ThreeSceneV1.tsx
│ ├── ThreeSceneV2.tsx
│ ├── index.css
│ ├── main.tsx
│ ├── shaders/
│ │ ├── fragmentV1.glsl
│ │ ├── fragmentV2.glsl
│ │ ├── vertexV1.glsl
│ │ └── vertexV2.glsl
│ └── vite-env.d.ts
├── tailwind.config.js
├── tsconfig.json
├── tsconfig.node.json
└── vite.config.ts
================================================
FILE CONTENTS
================================================
================================================
FILE: .eslintrc.cjs
================================================
module.exports = {
root: true,
env: { browser: true, es2020: true },
extends: [
'eslint:recommended',
'plugin:@typescript-eslint/recommended',
'plugin:react-hooks/recommended',
],
ignorePatterns: ['dist', '.eslintrc.cjs'],
parser: '@typescript-eslint/parser',
plugins: ['react-refresh'],
rules: {
'react-refresh/only-export-components': [
'warn',
{ allowConstantExport: true },
],
},
}
================================================
FILE: .gitignore
================================================
# Logs
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.cache
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.next
out
# Nuxt.js build / generate output
.nuxt
dist
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.cache/
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.vuepress/dist
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.vscode-test
# yarn v2
.yarn/cache
.yarn/unplugged
.yarn/build-state.yml
.yarn/install-state.gz
.pnp.*
# MacOS
.DS_Store
# 3D models
models
================================================
FILE: LICENSE
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================================================
FILE: README.md
================================================
# 🌊 Volume Rendering
Volume rendering is a common technique used to render 3D medical imaging data like MRIs or CT scans. This repo contains the code for my implementation in Three.js and GLSL. Here's a 30-second demo on [Twitter](https://x.com/SuboptimalEng/status/1781808470985003035) and [Reddit](https://www.reddit.com/r/GraphicsProgramming/comments/1c9ke0p/volume_rendering_in_threejs_and_glsl/).
Huge thanks to Will Usher for his blog post on [Volume Rendering in WebGL](https://www.willusher.io/webgl/2019/01/13/volume-rendering-with-webgl).
<img src="/_demos/foot-01.png" width="100%">
<img src="/_demos/foot-02.png" width="100%">
<img src="/_demos/bonsai-01.png" width="100%">
## Setup
```
git clone https://github.com/SuboptimalEng/volume-rendering.git
cd volume-rendering/
npm install
npm run dev
```
But wait, there's more! After running these commands, you will be able to open the project in localhost. However, there will be no image rendered on screen. Why, you may ask? Simple, I did not want to upload multiple 16MB data files to GitHub. To see the demo in action, you will need to download one of these files and upload them via the UI.
- Foot - https://klacansky.com/open-scivis-datasets/foot/foot_256x256x256_uint8.raw
- Skull - https://klacansky.com/open-scivis-datasets/skull/skull_256x256x256_uint8.raw
- Bonsai - https://klacansky.com/open-scivis-datasets/bonsai/bonsai_256x256x256_uint8.raw
Note: The website I linked has tons of models, but not all of them will work. I've hard-coded this project to work with `256x256x256 uint8` files that are scaled `1x1x1`.
## References
- Will Usher's Blog Post - https://www.willusher.io/webgl/2019/01/13/volume-rendering-with-webgl
- Open Scientific Visualization Datasets - https://klacansky.com/open-scivis-datasets
- The Art of Code - https://www.youtube.com/watch?v=S8AWd66hoCo
- Inigo Quilez - https://iquilezles.org/articles/palettes/
## License
Shield: [![CC BY-NC-SA 4.0][cc-by-nc-sa-shield]][cc-by-nc-sa]
This work is licensed under a
[Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License][cc-by-nc-sa].
[![CC BY-NC-SA 4.0][cc-by-nc-sa-image]][cc-by-nc-sa]
[cc-by-nc-sa]: http://creativecommons.org/licenses/by-nc-sa/4.0/
[cc-by-nc-sa-image]: https://licensebuttons.net/l/by-nc-sa/4.0/88x31.png
[cc-by-nc-sa-shield]: https://img.shields.io/badge/License-CC%20BY--NC--SA%204.0-lightgrey.svg
================================================
FILE: index.html
================================================
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<link rel="icon" type="image/svg+xml" href="/vite.svg" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>Vite + React + TS</title>
</head>
<body>
<div id="root"></div>
<script type="module" src="/src/main.tsx"></script>
</body>
</html>
================================================
FILE: package.json
================================================
{
"name": "volume-rendering",
"private": true,
"version": "0.0.0",
"type": "module",
"scripts": {
"dev": "vite",
"build": "tsc && vite build",
"lint": "eslint . --ext ts,tsx --report-unused-disable-directives --max-warnings 0",
"preview": "vite preview"
},
"dependencies": {
"react": "^18.2.0",
"react-dom": "^18.2.0",
"three": "^0.163.0"
},
"devDependencies": {
"@types/dat.gui": "^0.7.13",
"@types/react": "^18.2.66",
"@types/react-dom": "^18.2.22",
"@types/three": "^0.163.0",
"@typescript-eslint/eslint-plugin": "^7.2.0",
"@typescript-eslint/parser": "^7.2.0",
"@vitejs/plugin-react": "^4.2.1",
"autoprefixer": "^10.4.19",
"dat.gui": "^0.7.9",
"eslint": "^8.57.0",
"eslint-plugin-react-hooks": "^4.6.0",
"eslint-plugin-react-refresh": "^0.4.6",
"postcss": "^8.4.38",
"tailwindcss": "^3.4.3",
"typescript": "^5.2.2",
"vite": "^5.2.0"
}
}
================================================
FILE: postcss.config.js
================================================
export default {
plugins: {
tailwindcss: {},
autoprefixer: {},
},
}
================================================
FILE: src/App.tsx
================================================
import { ThreeSceneV1 } from './ThreeSceneV1';
import { ThreeSceneV2 } from './ThreeSceneV2';
function App() {
const version = 'v2';
const map = {
v1: <ThreeSceneV1 />,
v2: <ThreeSceneV2 />,
}[version];
return (
<>
<div>{map}</div>
</>
);
}
export default App;
================================================
FILE: src/ThreeSceneV1.tsx
================================================
import { useEffect, useRef } from 'react';
import * as Three from 'three';
import { OrbitControls } from 'three/examples/jsm/Addons.js';
import vertexV1 from './shaders/vertexV1.glsl?raw';
import fragmentV1 from './shaders/fragmentV1.glsl?raw';
const generateCube = (p: Three.Vector3 = new Three.Vector3(0, 0, 0)) => {
const geo1 = new Three.BoxGeometry(1, 1, 1);
const mat1 = new Three.MeshBasicMaterial({ color: 0x00ff00 });
const cube = new Three.Mesh(geo1, mat1);
cube.position.set(p.x, p.y, p.z);
return cube;
};
export const ThreeSceneV1 = () => {
const canvasRef = useRef(null);
useEffect(() => {
if (canvasRef.current === null) {
return;
}
const width = window.innerWidth;
const height = window.innerHeight;
const renderer = new Three.WebGLRenderer({ canvas: canvasRef.current });
renderer.setSize(width, height);
const myCamera = new Three.PerspectiveCamera(75, width / height, 0.1, 1000);
myCamera.position.set(0, 0, -5);
myCamera.lookAt(new Three.Vector3(0, 0, 0));
myCamera.up.set(0, 1, 0);
const scene = new Three.Scene();
const cube1 = generateCube(new Three.Vector3(-2, 0, 0));
const cube2 = generateCube(new Three.Vector3(2, 0, 0));
scene.add(cube1);
scene.add(cube2);
// const geo1 = new Three.PlaneGeometry(2, 2, 2);
const geo1 = new Three.BoxGeometry(2, 2, 2);
const mat1 = new Three.ShaderMaterial({
uniforms: {
u_camera: {
value: myCamera.position,
},
u_resolution: {
value: new Three.Vector3(width, height, 1),
},
},
vertexShader: vertexV1,
fragmentShader: fragmentV1,
});
const m1 = new Three.Mesh(geo1, mat1);
// Changing this position will change world space coords of the mesh.
// Since transform camera coordinates to object space, this will
// also work on the ray march. Same for rotataion + scale.
// m1.position.x = 2;
// m1.rotation.x = 10;
// m1.scale.x = 2;
scene.add(m1);
const controls = new OrbitControls(myCamera, renderer.domElement);
const animate = () => {
controls.update();
renderer.render(scene, myCamera);
requestAnimationFrame(animate);
};
animate();
}, []);
return (
<>
<canvas ref={canvasRef}></canvas>
</>
);
};
================================================
FILE: src/ThreeSceneV2.tsx
================================================
import { useEffect, useRef, useState } from 'react';
import * as Three from 'three';
import { GUI } from 'dat.gui';
import { OrbitControls } from 'three/examples/jsm/Addons.js';
import Stats from 'three/addons/libs/stats.module.js';
import vertexV2 from './shaders/vertexV2.glsl?raw';
import fragmentV2 from './shaders/fragmentV2.glsl?raw';
const handleVolumeFileUpload = (event: any, dim: number, setDataFn: any) => {
const file = event.target.files[0];
const reader = new FileReader();
reader.onload = (e: any) => {
const arrayBuffer = e.target.result;
const uint8Array = new Uint8Array(arrayBuffer);
// Assuming the raw file contains 256x256x256 uint8 values
const data = new Uint8Array(dim * dim * dim);
for (let i = 0; i < uint8Array.length; i++) {
data[i] = uint8Array[i];
}
setDataFn(data);
};
reader.readAsArrayBuffer(file);
};
const initData = (canvasRef: any, volumeData: any, dim: number) => {
const width = window.innerWidth;
const height = window.innerHeight;
const camera = new Three.PerspectiveCamera(75, width / height, 0.1, 1000);
camera.position.set(0, 0, -2);
camera.lookAt(new Three.Vector3(0, 0, 0));
camera.up.set(0, 1, 0);
const renderer = new Three.WebGLRenderer({ canvas: canvasRef.current });
const stats = new Stats();
const clock = new Three.Clock();
const controls = new OrbitControls(camera, renderer.domElement);
renderer.setSize(width, height);
clock.start();
document.body.appendChild(stats.dom);
const gui = new GUI();
const folder = gui.addFolder('Display Settings');
folder.open();
const crossFolder = folder.addFolder('Cross Section Settings');
const crossSectionSize = new Three.Vector3(0.5, 0.5, 0.5);
crossFolder.add(crossSectionSize, 'x', 0.02, 0.5, 0.02);
crossFolder.add(crossSectionSize, 'y', 0.02, 0.5, 0.02);
crossFolder.add(crossSectionSize, 'z', 0.02, 0.5, 0.02);
crossFolder.open();
const volumeDataTexture = new Three.Data3DTexture(volumeData, dim, dim, dim);
volumeDataTexture.format = Three.RedFormat;
// volumeDataTexture.type = Three.UnsignedByteType;
volumeDataTexture.minFilter = Three.LinearFilter;
volumeDataTexture.magFilter = Three.LinearFilter;
// volumeDataTexture.wrapS = Three.RepeatWrapping;
volumeDataTexture.wrapT = Three.RepeatWrapping;
// volumeDataTexture.wrapR = Three.RepeatWrapping;
volumeDataTexture.needsUpdate = true;
console.log(volumeDataTexture);
const uniforms = {
u_camera: {
value: camera.position,
},
u_resolution: {
value: new Three.Vector3(width, height, 1),
},
u_dt: {
value: 0.01,
},
u_time: {
value: 0.0,
},
u_crossSectionSize: {
value: crossSectionSize,
},
u_color: {
value: 1,
},
u_volume: {
value: volumeDataTexture,
},
u_isoValue: {
value: 1,
},
u_alphaVal: {
value: 0.2,
},
};
const algoFolder = folder.addFolder('Algorithm Settings');
algoFolder.add(uniforms.u_dt, 'value', 0.004, 0.016, 0.002).name('step size');
algoFolder.add(uniforms.u_color, 'value', 1, 3, 1).name('color');
const alphaSetting = algoFolder
.add(uniforms.u_alphaVal, 'value', 0.01, 0.4, 0.01)
.name('alpha val');
algoFolder.add(uniforms.u_isoValue, 'value', 0, 1, 0.04).name('iso value');
algoFolder.open();
return {
camera,
stats,
clock,
uniforms,
gui,
renderer,
controls,
alphaSetting,
};
};
export const ThreeSceneV2 = () => {
const dim = 256;
const canvasRef = useRef(null);
const [volumeData, setVolumeData] = useState<Uint8Array | null>(null);
useEffect(() => {
if (canvasRef.current === null) {
console.log('No canvas!');
return;
}
if (volumeData === null) {
console.log('No volume data!');
return;
}
// todo: I should clean this up...
const { camera, stats, clock, uniforms, gui, renderer, controls } =
initData(canvasRef, volumeData, dim);
// Note: Plane works, but looks very weird...
// const geo1 = new Three.PlaneGeometry(2, 2, 2);
const scene = new Three.Scene();
const geo1 = new Three.BoxGeometry(2, 2, 2);
const mat1 = new Three.ShaderMaterial({
uniforms: { ...uniforms },
vertexShader: vertexV2,
fragmentShader: fragmentV2,
});
const mesh1 = new Three.Mesh(geo1, mat1);
mesh1.rotateY(Math.PI / 2);
scene.add(mesh1);
const animate = () => {
controls.update();
stats.update();
renderer.render(scene, camera);
uniforms.u_time.value = clock.getElapsedTime();
requestAnimationFrame(animate);
};
animate();
return () => {
document.body.removeChild(stats.dom);
stats.end();
gui.destroy();
};
}, [volumeData]);
return (
<>
<div className="absolute top-16">
<input
type="file"
onChange={(e) => handleVolumeFileUpload(e, dim, setVolumeData)}
/>
</div>
<canvas ref={canvasRef}></canvas>
</>
);
};
================================================
FILE: src/index.css
================================================
:root {
font-family: Inter, system-ui, Avenir, Helvetica, Arial, sans-serif;
line-height: 1.5;
font-weight: 400;
color-scheme: light dark;
color: rgba(255, 255, 255, 0.87);
background-color: #242424;
font-synthesis: none;
text-rendering: optimizeLegibility;
-webkit-font-smoothing: antialiased;
-moz-osx-font-smoothing: grayscale;
}
a {
font-weight: 500;
color: #646cff;
text-decoration: inherit;
}
a:hover {
color: #535bf2;
}
body {
margin: 0;
display: flex;
place-items: center;
min-width: 320px;
min-height: 100vh;
}
h1 {
font-size: 3.2em;
line-height: 1.1;
}
button {
border-radius: 8px;
border: 1px solid transparent;
padding: 0.6em 1.2em;
font-size: 1em;
font-weight: 500;
font-family: inherit;
background-color: #1a1a1a;
cursor: pointer;
transition: border-color 0.25s;
}
button:hover {
border-color: #646cff;
}
button:focus,
button:focus-visible {
outline: 4px auto -webkit-focus-ring-color;
}
@media (prefers-color-scheme: light) {
:root {
color: #213547;
background-color: #ffffff;
}
a:hover {
color: #747bff;
}
button {
background-color: #f9f9f9;
}
}
@tailwind base;
@tailwind components;
@tailwind utilities;
================================================
FILE: src/main.tsx
================================================
import React from 'react';
import ReactDOM from 'react-dom/client';
import App from './App.tsx';
import './index.css';
ReactDOM.createRoot(document.getElementById('root')!).render(
<React.StrictMode>
<App />
</React.StrictMode>,
);
================================================
FILE: src/shaders/fragmentV1.glsl
================================================
uniform vec3 u_camera;
uniform vec3 u_resolution;
varying vec3 v_hitPos;
varying vec3 v_hitPosWorldSpace;
varying vec3 v_cameraObjectSpace;
float sdCircle(vec3 p, float r) {
return length(p) - r;
}
float sdTorus(vec3 p, vec2 t) {
vec2 q = vec2(length(p.xz) - t.x, p.y);
return length(q) - t.y;
}
float map(vec3 p) {
// return sdCircle(p, 0.5);
return sdTorus(p, vec2(0.5, 0.2));
}
void main() {
vec3 rayOrigin = vec3(0.0, 0.0, -3.0);
// rayOrigin = u_camera;
rayOrigin = v_cameraObjectSpace;
vec2 uv = 2.0 * gl_FragCoord.xy / u_resolution.xy - 1.0;
vec3 rayDir = normalize(vec3(uv, 1.0));
// rayDir = normalize(vec3(uv, 1.0) - rayOrigin);
rayDir = normalize(v_hitPos - rayOrigin);
// rayDir = normalize(v_hitPosWorldSpace - rayOrigin);
float totalDistance = 0.0;
bool discardCheck = true;
for (int i = 0; i < 32; i++) {
vec3 p = rayOrigin + rayDir * totalDistance;
float d = map(p);
totalDistance += d;
if (d < 0.001) {
discardCheck = false;
break;
}
if (totalDistance >= 100.0) {
// If you want to truly discard, set discardCheck to true here.
// discardCheck = true;
discardCheck = false;
break;
}
}
if (discardCheck) {
discard;
}
gl_FragColor = vec4(1.0);
gl_FragColor.xyz = rayDir;
gl_FragColor.xyz = vec3(totalDistance * 0.1);
}
================================================
FILE: src/shaders/fragmentV2.glsl
================================================
precision mediump int;
precision mediump float;
uniform vec3 u_camera;
uniform vec3 u_resolution;
uniform mediump sampler3D u_volume;
uniform vec3 u_crossSectionSize;
uniform float u_dt;
uniform float u_time;
uniform float u_color;
uniform float u_isoValue;
uniform float u_alphaVal;
// Inigo Quilez - https://iquilezles.org/articles/palettes/
vec3 palette(in float t) {
vec3 a = vec3(0.5, 0.5, 0.5);
vec3 b = vec3(0.5, 0.5, 0.5);
vec3 c = vec3(1.0, 1.0, 1.0);
vec3 d = vec3(0.00, 0.33, 0.67);
return a + b * cos(6.28318 * (c * t + d));
}
varying vec3 v_hitPos;
varying vec3 v_hitPosWorldSpace;
varying vec3 v_cameraObjectSpace;
// Will Usher - https://www.willusher.io/webgl/2019/01/13/volume-rendering-with-webgl
vec2 intersect_box(vec3 orig, vec3 dir) {
// note: used this for testing purposes
// const float halfBoxSize = 0.5;
// const vec3 box_min = vec3(-halfBoxSize);
// const vec3 box_max = vec3(halfBoxSize);
vec3 box_min = vec3(-u_crossSectionSize);
vec3 box_max = vec3(u_crossSectionSize);
vec3 inv_dir = 1.0 / dir;
vec3 tmin_tmp = (box_min - orig) * inv_dir;
vec3 tmax_tmp = (box_max - orig) * inv_dir;
vec3 tmin = min(tmin_tmp, tmax_tmp);
vec3 tmax = max(tmin_tmp, tmax_tmp);
float t0 = max(tmin.x, max(tmin.y, tmin.z));
float t1 = min(tmax.x, min(tmax.y, tmax.z));
return vec2(t0, t1);
}
void main() {
vec3 rayOrigin = vec3(0.0, 0.0, -3.0);
// rayOrigin = u_camera;
rayOrigin = v_cameraObjectSpace;
vec2 uv = 2.0 * gl_FragCoord.xy / u_resolution.xy - 1.0;
vec3 rayDir = normalize(vec3(uv, 1.0));
// rayDir = normalize(vec3(uv, 1.0) - rayOrigin);
rayDir = normalize(v_hitPos - rayOrigin);
// rayDir = normalize(v_hitPosWorldSpace - rayOrigin);
// Step 2: Intersect the ray with the volume bounds to find the interval
// along the ray overlapped by the volume.
vec2 t_hit = intersect_box(rayOrigin, rayDir);
if (t_hit.x > t_hit.y) {
discard;
}
// We don't want to sample voxels behind the eye if it's
// inside the volume, so keep the starting point at or in front
// of the eye
t_hit.x = max(t_hit.x, 0.0);
// Step 3: Compute the step size to march through the volume grid
// vec3 dt_vec = 1.0 / (vec3(20.0) * abs(rayDir));
// float dt = min(dt_vec.x, min(dt_vec.y, dt_vec.z));
// float dt = 0.002;
float dt = u_dt;
vec4 color = vec4(0.0);
// note: 0.5 offset centers on cube
vec3 p = rayOrigin + t_hit.x * rayDir + 0.5;
for (float t = t_hit.x; t < t_hit.y; t += dt) {
// note: used this for testing purposes
// float textureVal = texture(u_volume, vec3(0.4, 0.2, 0.4)).r;
float textureVal = texture(u_volume, p).r;
vec4 val_color = vec4(0.0);
float val_color_alpha = textureVal * 0.1;
// looks a little nicer when using this alpha
// val_color_alpha = smoothstep(0.0, 0.25, textureVal * 0.1);
// looks even nicer
val_color_alpha = smoothstep(0.0, u_alphaVal, val_color_alpha);
vec3 red = vec3(1.0, 0.0, 0.0);
vec3 white = vec3(1.0);
if (abs(u_color - 1.0) <= 0.01) {
val_color = vec4(white, val_color_alpha);
} else if (abs(u_color - 2.0) <= 0.01) {
val_color = vec4(mix(red, white, val_color_alpha), val_color_alpha);
} else {
val_color = vec4(palette(textureVal), val_color_alpha);
}
// Step 4.2: Accumulate the color and opacity using the front-to-back
// compositing equation
color.rgb += (1.0 - color.a) * val_color.a * val_color.rgb;
color.a += (1.0 - color.a) * val_color.a;
// todo: Add blinn-phong lighting? (done, kinda)
// todo: Iso value slider? (done, kinda)
// todo: Clean this up? (Is this even the right approach?)
if (textureVal > u_isoValue) {
// calculate normal at point by central differences method
float gxLess = texture(u_volume, vec3(p.x - rayDir.x * u_dt, p.y, p.z)).r;
float gxMore = texture(u_volume, vec3(p.x + rayDir.x * u_dt, p.y, p.z)).r;
float dgx = gxMore - gxLess;
float gyLess = texture(u_volume, vec3(p.x, p.y - rayDir.y * u_dt, p.z)).r;
float gyMore = texture(u_volume, vec3(p.x, p.y + rayDir.y * u_dt, p.z)).r;
float dgy = gyMore - gyLess;
float gzLess = texture(u_volume, vec3(p.x, p.y, p.z - rayDir.z * u_dt)).r;
float gzMore = texture(u_volume, vec3(p.x, p.y, p.z + rayDir.z * u_dt)).r;
float dgz = gzMore - gzLess;
vec3 n = normalize(vec3(dgx, dgy, dgz));
// calculate diffuse lighting
vec3 lightSource = vec3(1.0);
vec3 lightDir = normalize(lightSource);
float diffuseStrength = max(dot(n, lightDir), 0.0);
// calculate specular lighting
vec3 viewSource = normalize(rayOrigin);
vec3 reflectSource = normalize(reflect(-lightSource, n));
float specularStrength = max(0.0, dot(viewSource, reflectSource));
specularStrength = pow(specularStrength, 64.0);
// add lighting
color.rgb = diffuseStrength * val_color.rgb + specularStrength * val_color.rgb;
color.rgb *= val_color.rgb;
color.a = 0.95;
break;
}
// Optimization: break out of the loop when the color is near opaque
if (color.a >= 0.95) {
break;
}
p += rayDir * dt;
}
gl_FragColor = color;
}
================================================
FILE: src/shaders/vertexV1.glsl
================================================
uniform vec3 u_camera; // default in world space
uniform vec3 u_resolution;
// The Art of Code: https://www.youtube.com/watch?v=S8AWd66hoCo
// It is important to keep camera + (vertex) position in same space.
// We can either move (vertex) position to world space, or the camera
// to object space. In this example, we transform camera to object
// space and use that as the rayOrigin in the fragment shader.
varying vec3 v_hitPos; // default in object space
varying vec3 v_hitPosWorldSpace;
varying vec3 v_cameraObjectSpace;
void main() {
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
v_hitPos = position.xyz;
// In this case, we move the (vertex) position to world space.
// Notice we multiply by modelMatrix, not modelViewMatrix.
v_hitPosWorldSpace = (modelMatrix * vec4(position, 1.0)).xyz;
// In this case, we move the camera to object space.
// Notice we use inverse(modelMatrix) + put camera in homogeneous coords.
v_cameraObjectSpace = (inverse(modelMatrix) * vec4(u_camera, 1.0)).xyz;
}
================================================
FILE: src/shaders/vertexV2.glsl
================================================
precision mediump float;
uniform vec3 u_camera; // default in world space
uniform vec3 u_resolution;
uniform float u_time;
// The Art of Code - https://www.youtube.com/watch?v=S8AWd66hoCo
// It is important to keep camera + (vertex) position in same space.
// We can either move (vertex) position to world space, or the camera
// to object space. In this example, we transform camera to object
// space and use that as the rayOrigin in the fragment shader.
varying vec3 v_hitPos; // default in object space
varying vec3 v_hitPosWorldSpace;
varying vec3 v_cameraObjectSpace;
void main() {
// Three.js variables: position, projectionMatrix, modelViewMatrix, modelMatrix
vec3 pos = position;
gl_Position = projectionMatrix * modelViewMatrix * vec4(pos, 1.0);
v_hitPos = position.xyz;
// In this case, we move the (vertex) position to world space.
// Notice we multiply by modelMatrix, not modelViewMatrix.
v_hitPosWorldSpace = (modelMatrix * vec4(position, 1.0)).xyz;
// In this case, we move the camera to object space.
// Notice we use inverse(modelMatrix) + put camera in homogeneous coords.
v_cameraObjectSpace = (inverse(modelMatrix) * vec4(u_camera, 1.0)).xyz;
}
================================================
FILE: src/vite-env.d.ts
================================================
/// <reference types="vite/client" />
================================================
FILE: tailwind.config.js
================================================
/** @type {import('tailwindcss').Config} */
export default {
content: ['./index.html', './src/**/*.{js,ts,jsx,tsx}'],
theme: {
extend: {},
},
plugins: [],
};
================================================
FILE: tsconfig.json
================================================
{
"compilerOptions": {
"target": "ES2020",
"useDefineForClassFields": true,
"lib": ["ES2020", "DOM", "DOM.Iterable"],
"module": "ESNext",
"skipLibCheck": true,
/* Bundler mode */
"moduleResolution": "bundler",
"allowImportingTsExtensions": true,
"resolveJsonModule": true,
"isolatedModules": true,
"noEmit": true,
"jsx": "react-jsx",
/* Linting */
"strict": true,
"noUnusedLocals": true,
"noUnusedParameters": true,
"noFallthroughCasesInSwitch": true
},
"include": ["src"],
"references": [{ "path": "./tsconfig.node.json" }]
}
================================================
FILE: tsconfig.node.json
================================================
{
"compilerOptions": {
"composite": true,
"skipLibCheck": true,
"module": "ESNext",
"moduleResolution": "bundler",
"allowSyntheticDefaultImports": true,
"strict": true
},
"include": ["vite.config.ts"]
}
================================================
FILE: vite.config.ts
================================================
import { defineConfig } from 'vite';
import react from '@vitejs/plugin-react';
export default defineConfig({
plugins: [react()],
});
gitextract_8cedh4io/ ├── .eslintrc.cjs ├── .gitignore ├── LICENSE ├── README.md ├── index.html ├── package.json ├── postcss.config.js ├── src/ │ ├── App.tsx │ ├── ThreeSceneV1.tsx │ ├── ThreeSceneV2.tsx │ ├── index.css │ ├── main.tsx │ ├── shaders/ │ │ ├── fragmentV1.glsl │ │ ├── fragmentV2.glsl │ │ ├── vertexV1.glsl │ │ └── vertexV2.glsl │ └── vite-env.d.ts ├── tailwind.config.js ├── tsconfig.json ├── tsconfig.node.json └── vite.config.ts
SYMBOL INDEX (1 symbols across 1 files)
FILE: src/App.tsx
function App (line 4) | function App() {
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{
"path": ".gitignore",
"chars": 2086,
"preview": "# Logs\nlogs\n*.log\nnpm-debug.log*\nyarn-debug.log*\nyarn-error.log*\nlerna-debug.log*\n.pnpm-debug.log*\n\n# Diagnostic reports"
},
{
"path": "LICENSE",
"chars": 20263,
"preview": "Attribution-NonCommercial-ShareAlike 4.0 International\n\n================================================================"
},
{
"path": "README.md",
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"preview": "# 🌊 Volume Rendering\n\nVolume rendering is a common technique used to render 3D medical imaging data like MRIs or CT scan"
},
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]
About this extraction
This page contains the full source code of the SuboptimalEng/volume-rendering GitHub repository, extracted and formatted as plain text for AI agents and large language models (LLMs). The extraction includes 21 files (44.6 KB), approximately 12.1k tokens, and a symbol index with 1 extracted functions, classes, methods, constants, and types. Use this with OpenClaw, Claude, ChatGPT, Cursor, Windsurf, or any other AI tool that accepts text input. You can copy the full output to your clipboard or download it as a .txt file.
Extracted by GitExtract — free GitHub repo to text converter for AI. Built by Nikandr Surkov.