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- From: Li-Ta Lo <
>
- To: Abe Stephens <
>
- Cc:
- Subject: [Manta] Re: What exactly is a "channel"?
- Date: Wed, 17 Sep 2008 16:22:15 -0600
- Organization: Los Alamos National Lab
On Wed, 2008-09-17 at 14:26 -0600, Abe Stephens wrote:
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Channels are a seldom used part of Manta, originally they were
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intended to provide multiple viewports with cameras and frame buffers
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over the same scene. Someone at SGI made a four channel demo which
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displayed a data set from three orthogonal views and one perspective
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view, besides that I don't think anyone has ever used channels.
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The scene object (Manta::Scene) and render stack (ImageTraverser,
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PixelSampler, Renderer, Camera) are members of the engine instance
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(MantaInterface), they aren't channel specific.
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Creating two channels should allow the scene to be rendered from two
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different cameras (much of the UI code has never been tested with more
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than one channel), but multiple MantaInterfaces would need to be
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created to use different rendering stacks. I've never tested this
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configuration, but I think it should work. Since the load balancer is
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part of the render stack, ray tracing wouldn't automatically be load
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balanced between the two engines.
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I'm not sure what you mean specifically by two different rendering
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algorithms. I have a low overhead implementation of Manta/OpenGL
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hybrid rendering, if that is what you have in mind.
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As mentioned before, I am trying to get the T value out and I am trying
several alternatives. I can try to put the T values into alpha of each
pixel or I can use a new "Engine/Renderers" that only deal with eye ray
and set the T value as pixel value. For the first one, it looks like I
have to change a lot of codes in Manta because it basically treats the
alpha value as constant 1. It also require some post processing to
isolate the T value out and into a Z buffer for VTK's compositer to
work. The 2nd way, I can just use OpenGL's pixel drawing to draw
colors and Z/T values their own buffer.
Ollie
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