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The differences may be subtle. Applications should decide if the trade-off in performance is worth the lack of consistency. Other limitations of this ray caster include that: - it does not do isosurface ray casting - it does only interpolate before classify compositing - it does only maximum scalar value MIP This mapper handles all data type from unsigned char through double. However, some of the internal calcultions are performed in float and therefore even the full float range may cause problems for this mapper (both in scalar data values and in spacing between samples). Space leaping is performed by creating a sub-sampled volume. 4x4x4 cells in the original volume are represented by a min, max, and combined gradient and flag value. The min max volume has three unsigned shorts per 4x4x4 group of cells from the original volume - one reprenting the minimum scalar index (the scalar value adjusted to fit in the 15 bit range), the maximum scalar index, and a third unsigned short which is both the maximum gradient opacity in the neighborhood (an unsigned char) and the flag that is filled in for the current lookup tables to indicate whether this region can be skipped. @sa vtkVolumeMapper vtkRenderingVolumePython.vtkFixedPointVolumeRayCastMapperV.IsTypeOf(string) -> int C++: static vtkTypeBool IsTypeOf(const char *type) Return 1 if this class type is the same type of (or a subclass of) the named class. Returns 0 otherwise. This method works in combination with vtkTypeMacro found in vtkSetGet.h. V.IsA(string) -> int C++: vtkTypeBool IsA(const char *type) override; Return 1 if this class is the same type of (or a subclass of) the named class. Returns 0 otherwise. This method works in combination with vtkTypeMacro found in vtkSetGet.h. V.SafeDownCast(vtkObjectBase) -> vtkFixedPointVolumeRayCastMapper C++: static vtkFixedPointVolumeRayCastMapper *SafeDownCast( vtkObjectBase *o) V.NewInstance() -> vtkFixedPointVolumeRayCastMapper C++: vtkFixedPointVolumeRayCastMapper *NewInstance() V.SetSampleDistance(float) C++: virtual void SetSampleDistance(float _arg) Set/Get the distance between samples used for rendering when AutoAdjustSampleDistances is off, or when this mapper has more than 1 second allocated to it for rendering. V.GetSampleDistance() -> float C++: virtual float GetSampleDistance() Set/Get the distance between samples used for rendering when AutoAdjustSampleDistances is off, or when this mapper has more than 1 second allocated to it for rendering. V.SetInteractiveSampleDistance(float) C++: virtual void SetInteractiveSampleDistance(float _arg) Set/Get the distance between samples when interactive rendering is happening. In this case, interactive is defined as this volume mapper having less than 1 second allocated for rendering. When AutoAdjustSampleDistance is On, and the allocated render time is less than 1 second, then this InteractiveSampleDistance will be used instead of the SampleDistance above. V.GetInteractiveSampleDistance() -> float C++: virtual float GetInteractiveSampleDistance() Set/Get the distance between samples when interactive rendering is happening. In this case, interactive is defined as this volume mapper having less than 1 second allocated for rendering. When AutoAdjustSampleDistance is On, and the allocated render time is less than 1 second, then this InteractiveSampleDistance will be used instead of the SampleDistance above. V.SetImageSampleDistance(float) C++: virtual void SetImageSampleDistance(float _arg) Sampling distance in the XY image dimensions. Default value of 1 meaning 1 ray cast per pixel. If set to 0.5, 4 rays will be cast per pixel. If set to 2.0, 1 ray will be cast for every 4 (2 by 2) pixels. This value will be adjusted to meet a desired frame rate when AutoAdjustSampleDistances is on. V.GetImageSampleDistanceMinValue() -> float C++: virtual float GetImageSampleDistanceMinValue() Sampling distance in the XY image dimensions. Default value of 1 meaning 1 ray cast per pixel. If set to 0.5, 4 rays will be cast per pixel. If set to 2.0, 1 ray will be cast for every 4 (2 by 2) pixels. This value will be adjusted to meet a desired frame rate when AutoAdjustSampleDistances is on. V.GetImageSampleDistanceMaxValue() -> float C++: virtual float GetImageSampleDistanceMaxValue() Sampling distance in the XY image dimensions. Default value of 1 meaning 1 ray cast per pixel. If set to 0.5, 4 rays will be cast per pixel. If set to 2.0, 1 ray will be cast for every 4 (2 by 2) pixels. This value will be adjusted to meet a desired frame rate when AutoAdjustSampleDistances is on. V.GetImageSampleDistance() -> float C++: virtual float GetImageSampleDistance() Sampling distance in the XY image dimensions. Default value of 1 meaning 1 ray cast per pixel. If set to 0.5, 4 rays will be cast per pixel. If set to 2.0, 1 ray will be cast for every 4 (2 by 2) pixels. This value will be adjusted to meet a desired frame rate when AutoAdjustSampleDistances is on. V.SetMinimumImageSampleDistance(float) C++: virtual void SetMinimumImageSampleDistance(float _arg) This is the minimum image sample distance allow when the image sample distance is being automatically adjusted. V.GetMinimumImageSampleDistanceMinValue() -> float C++: virtual float GetMinimumImageSampleDistanceMinValue() This is the minimum image sample distance allow when the image sample distance is being automatically adjusted. V.GetMinimumImageSampleDistanceMaxValue() -> float C++: virtual float GetMinimumImageSampleDistanceMaxValue() This is the minimum image sample distance allow when the image sample distance is being automatically adjusted. V.GetMinimumImageSampleDistance() -> float C++: virtual float GetMinimumImageSampleDistance() This is the minimum image sample distance allow when the image sample distance is being automatically adjusted. V.SetMaximumImageSampleDistance(float) C++: virtual void SetMaximumImageSampleDistance(float _arg) This is the maximum image sample distance allow when the image sample distance is being automatically adjusted. V.GetMaximumImageSampleDistanceMinValue() -> float C++: virtual float GetMaximumImageSampleDistanceMinValue() This is the maximum image sample distance allow when the image sample distance is being automatically adjusted. V.GetMaximumImageSampleDistanceMaxValue() -> float C++: virtual float GetMaximumImageSampleDistanceMaxValue() This is the maximum image sample distance allow when the image sample distance is being automatically adjusted. V.GetMaximumImageSampleDistance() -> float C++: virtual float GetMaximumImageSampleDistance() This is the maximum image sample distance allow when the image sample distance is being automatically adjusted. V.SetAutoAdjustSampleDistances(int) C++: virtual void SetAutoAdjustSampleDistances(int _arg) If AutoAdjustSampleDistances is on, the the ImageSampleDistance and the SampleDistance will be varied to achieve the allocated render time of this prop (controlled by the desired update rate and any culling in use). If this is an interactive render (more than 1 frame per second) the SampleDistance will be increased, otherwise it will not be altered (a binary decision, as opposed to the ImageSampleDistance which will vary continuously). V.GetAutoAdjustSampleDistancesMinValue() -> int C++: virtual int GetAutoAdjustSampleDistancesMinValue() If AutoAdjustSampleDistances is on, the the ImageSampleDistance and the SampleDistance will be varied to achieve the allocated render time of this prop (controlled by the desired update rate and any culling in use). If this is an interactive render (more than 1 frame per second) the SampleDistance will be increased, otherwise it will not be altered (a binary decision, as opposed to the ImageSampleDistance which will vary continuously). V.GetAutoAdjustSampleDistancesMaxValue() -> int C++: virtual int GetAutoAdjustSampleDistancesMaxValue() If AutoAdjustSampleDistances is on, the the ImageSampleDistance and the SampleDistance will be varied to achieve the allocated render time of this prop (controlled by the desired update rate and any culling in use). If this is an interactive render (more than 1 frame per second) the SampleDistance will be increased, otherwise it will not be altered (a binary decision, as opposed to the ImageSampleDistance which will vary continuously). V.GetAutoAdjustSampleDistances() -> int C++: virtual int GetAutoAdjustSampleDistances() If AutoAdjustSampleDistances is on, the the ImageSampleDistance and the SampleDistance will be varied to achieve the allocated render time of this prop (controlled by the desired update rate and any culling in use). If this is an interactive render (more than 1 frame per second) the SampleDistance will be increased, otherwise it will not be altered (a binary decision, as opposed to the ImageSampleDistance which will vary continuously). V.AutoAdjustSampleDistancesOn() C++: virtual void AutoAdjustSampleDistancesOn() If AutoAdjustSampleDistances is on, the the ImageSampleDistance and the SampleDistance will be varied to achieve the allocated render time of this prop (controlled by the desired update rate and any culling in use). If this is an interactive render (more than 1 frame per second) the SampleDistance will be increased, otherwise it will not be altered (a binary decision, as opposed to the ImageSampleDistance which will vary continuously). V.AutoAdjustSampleDistancesOff() C++: virtual void AutoAdjustSampleDistancesOff() If AutoAdjustSampleDistances is on, the the ImageSampleDistance and the SampleDistance will be varied to achieve the allocated render time of this prop (controlled by the desired update rate and any culling in use). If this is an interactive render (more than 1 frame per second) the SampleDistance will be increased, otherwise it will not be altered (a binary decision, as opposed to the ImageSampleDistance which will vary continuously). V.SetLockSampleDistanceToInputSpacing(int) C++: virtual void SetLockSampleDistanceToInputSpacing(int _arg) Automatically compute the sample distance from the data spacing. When the number of voxels is 8, the sample distance will be roughly 1/200 the average voxel size. The distance will grow proportionally to numVoxels^(1/3) until it reaches 1/2 average voxel size when number of voxels is 1E6. Note that ScalarOpacityUnitDistance is still taken into account and if different than 1, will effect the sample distance. V.GetLockSampleDistanceToInputSpacingMinValue() -> int C++: virtual int GetLockSampleDistanceToInputSpacingMinValue() Automatically compute the sample distance from the data spacing. When the number of voxels is 8, the sample distance will be roughly 1/200 the average voxel size. The distance will grow proportionally to numVoxels^(1/3) until it reaches 1/2 average voxel size when number of voxels is 1E6. Note that ScalarOpacityUnitDistance is still taken into account and if different than 1, will effect the sample distance. V.GetLockSampleDistanceToInputSpacingMaxValue() -> int C++: virtual int GetLockSampleDistanceToInputSpacingMaxValue() Automatically compute the sample distance from the data spacing. When the number of voxels is 8, the sample distance will be roughly 1/200 the average voxel size. The distance will grow proportionally to numVoxels^(1/3) until it reaches 1/2 average voxel size when number of voxels is 1E6. Note that ScalarOpacityUnitDistance is still taken into account and if different than 1, will effect the sample distance. V.GetLockSampleDistanceToInputSpacing() -> int C++: virtual int GetLockSampleDistanceToInputSpacing() Automatically compute the sample distance from the data spacing. When the number of voxels is 8, the sample distance will be roughly 1/200 the average voxel size. The distance will grow proportionally to numVoxels^(1/3) until it reaches 1/2 average voxel size when number of voxels is 1E6. Note that ScalarOpacityUnitDistance is still taken into account and if different than 1, will effect the sample distance. V.LockSampleDistanceToInputSpacingOn() C++: virtual void LockSampleDistanceToInputSpacingOn() Automatically compute the sample distance from the data spacing. When the number of voxels is 8, the sample distance will be roughly 1/200 the average voxel size. The distance will grow proportionally to numVoxels^(1/3) until it reaches 1/2 average voxel size when number of voxels is 1E6. Note that ScalarOpacityUnitDistance is still taken into account and if different than 1, will effect the sample distance. V.LockSampleDistanceToInputSpacingOff() C++: virtual void LockSampleDistanceToInputSpacingOff() Automatically compute the sample distance from the data spacing. When the number of voxels is 8, the sample distance will be roughly 1/200 the average voxel size. The distance will grow proportionally to numVoxels^(1/3) until it reaches 1/2 average voxel size when number of voxels is 1E6. Note that ScalarOpacityUnitDistance is still taken into account and if different than 1, will effect the sample distance. V.SetNumberOfThreads(int) C++: void SetNumberOfThreads(int num) Set/Get the number of threads to use. This by default is equal to the number of available processors detected. WARNING: If number of threads > 1, results may not be consistent. V.GetNumberOfThreads() -> int C++: int GetNumberOfThreads() Set/Get the number of threads to use. This by default is equal to the number of available processors detected. WARNING: If number of threads > 1, results may not be consistent. V.SetIntermixIntersectingGeometry(int) C++: virtual void SetIntermixIntersectingGeometry(int _arg) If IntermixIntersectingGeometry is turned on, the zbuffer will be captured and used to limit the traversal of the rays. V.GetIntermixIntersectingGeometryMinValue() -> int C++: virtual int GetIntermixIntersectingGeometryMinValue() If IntermixIntersectingGeometry is turned on, the zbuffer will be captured and used to limit the traversal of the rays. V.GetIntermixIntersectingGeometryMaxValue() -> int C++: virtual int GetIntermixIntersectingGeometryMaxValue() If IntermixIntersectingGeometry is turned on, the zbuffer will be captured and used to limit the traversal of the rays. V.GetIntermixIntersectingGeometry() -> int C++: virtual int GetIntermixIntersectingGeometry() If IntermixIntersectingGeometry is turned on, the zbuffer will be captured and used to limit the traversal of the rays. V.IntermixIntersectingGeometryOn() C++: virtual void IntermixIntersectingGeometryOn() If IntermixIntersectingGeometry is turned on, the zbuffer will be captured and used to limit the traversal of the rays. V.IntermixIntersectingGeometryOff() C++: virtual void IntermixIntersectingGeometryOff() If IntermixIntersectingGeometry is turned on, the zbuffer will be captured and used to limit the traversal of the rays. V.ComputeRequiredImageSampleDistance(float, vtkRenderer) -> float C++: float ComputeRequiredImageSampleDistance(float desiredTime, vtkRenderer *ren) V.ComputeRequiredImageSampleDistance(float, vtkRenderer, vtkVolume) -> float C++: float ComputeRequiredImageSampleDistance(float desiredTime, vtkRenderer *ren, vtkVolume *vol) What is the image sample distance required to achieve the desired time? A version of this method is provided that does not require the volume argument since if you are using an LODProp3D you may not know this information. If you use this version you must be certain that the ray cast mapper is only used for one volume (and not shared among multiple volumes) V.Render(vtkRenderer, vtkVolume) C++: void Render(vtkRenderer *, vtkVolume *) override; WARNING: INTERNAL METHOD - NOT INTENDED FOR GENERAL USE Initialize rendering for this volume. V.ToFixedPointPosition(float) -> int C++: unsigned int ToFixedPointPosition(float val) V.ToFixedPointPosition([float, float, float], [int, int, int]) C++: void ToFixedPointPosition(float in[3], unsigned int out[3]) V.ToFixedPointDirection(float) -> int C++: unsigned int ToFixedPointDirection(float dir) V.ToFixedPointDirection([float, float, float], [int, int, int]) C++: void ToFixedPointDirection(float in[3], unsigned int out[3]) V.FixedPointIncrement([int, int, int], [int, int, int]) C++: void FixedPointIncrement(unsigned int position[3], unsigned int increment[3]) V.GetFloatTripleFromPointer([float, float, float], [float, ...]) C++: void GetFloatTripleFromPointer(float v[3], float *ptr) V.GetUIntTripleFromPointer([int, int, int], [int, ...]) C++: void GetUIntTripleFromPointer(unsigned int v[3], unsigned int *ptr) V.ShiftVectorDown([int, int, int], [int, int, int]) C++: void ShiftVectorDown(unsigned int in[3], unsigned int out[3]) V.CheckMinMaxVolumeFlag([int, int, int], int) -> int C++: int CheckMinMaxVolumeFlag(unsigned int pos[3], int c) V.CheckMIPMinMaxVolumeFlag([int, int, int], int, int, int) -> int C++: int CheckMIPMinMaxVolumeFlag(unsigned int pos[3], int c, unsigned short maxIdx, int flip) V.LookupColorUC([int, ...], [int, ...], int, [int, int, int, int]) C++: void LookupColorUC(unsigned short *colorTable, unsigned short *scalarOpacityTable, unsigned short index, unsigned char color[4]) V.LookupDependentColorUC([int, ...], [int, ...], [int, int, int, int], int, [int, int, int, int]) C++: void LookupDependentColorUC(unsigned short *colorTable, unsigned short *scalarOpacityTable, unsigned short index[4], int components, unsigned char color[4]) V.CheckIfCropped([int, int, int]) -> int C++: int CheckIfCropped(unsigned int pos[3]) V.GetRenderWindow() -> vtkRenderWindow C++: virtual vtkRenderWindow *GetRenderWindow() V.GetMIPHelper() -> vtkFixedPointVolumeRayCastMIPHelper C++: virtual vtkFixedPointVolumeRayCastMIPHelper *GetMIPHelper() V.GetCompositeHelper() -> vtkFixedPointVolumeRayCastCompositeHelper C++: virtual vtkFixedPointVolumeRayCastCompositeHelper *GetCompositeHelper( ) V.GetCompositeGOHelper() -> vtkFixedPointVolumeRayCastCompositeGOHelper C++: virtual vtkFixedPointVolumeRayCastCompositeGOHelper *GetCompositeGOHelper( ) V.GetCompositeGOShadeHelper() -> vtkFixedPointVolumeRayCastCompositeGOShadeHelper C++: virtual vtkFixedPointVolumeRayCastCompositeGOShadeHelper *GetCompositeGOShadeHelper( ) V.GetCompositeShadeHelper() -> vtkFixedPointVolumeRayCastCompositeShadeHelper C++: virtual vtkFixedPointVolumeRayCastCompositeShadeHelper *GetCompositeShadeHelper( ) V.GetTableShift() -> (float, float, float, float) C++: float *GetTableShift() V.GetTableScale() -> (float, float, float, float) C++: float *GetTableScale() V.GetShadingRequired() -> int C++: virtual int GetShadingRequired() V.GetGradientOpacityRequired() -> int C++: virtual int GetGradientOpacityRequired() V.GetCurrentScalars() -> vtkDataArray C++: virtual vtkDataArray *GetCurrentScalars() V.GetPreviousScalars() -> vtkDataArray C++: virtual vtkDataArray *GetPreviousScalars() V.GetRowBounds() -> (int, ...) C++: int *GetRowBounds() V.GetColorTable(int) -> (int, ...) C++: unsigned short *GetColorTable(int c) V.GetScalarOpacityTable(int) -> (int, ...) C++: unsigned short *GetScalarOpacityTable(int c) V.GetGradientOpacityTable(int) -> (int, ...) C++: unsigned short *GetGradientOpacityTable(int c) V.GetVolume() -> vtkVolume C++: vtkVolume *GetVolume() V.GetDiffuseShadingTable(int) -> (int, ...) C++: unsigned short *GetDiffuseShadingTable(int c) V.GetSpecularShadingTable(int) -> (int, ...) C++: unsigned short *GetSpecularShadingTable(int c) V.ComputeRayInfo(int, int, [int, int, int], [int, int, int], [int, ...]) C++: void ComputeRayInfo(int x, int y, unsigned int pos[3], unsigned int dir[3], unsigned int *numSteps) V.InitializeRayInfo(vtkVolume) C++: void InitializeRayInfo(vtkVolume *vol) V.ShouldUseNearestNeighborInterpolation(vtkVolume) -> int C++: int ShouldUseNearestNeighborInterpolation(vtkVolume *vol) V.SetRayCastImage(vtkFixedPointRayCastImage) C++: void SetRayCastImage(vtkFixedPointRayCastImage *) Set / Get the underlying image object. One will be automatically created - only need to set it when using from an AMR mapper which renders multiple times into the same image. V.GetRayCastImage() -> vtkFixedPointRayCastImage C++: virtual vtkFixedPointRayCastImage *GetRayCastImage() Set / Get the underlying image object. One will be automatically created - only need to set it when using from an AMR mapper which renders multiple times into the same image. V.PerImageInitialization(vtkRenderer, vtkVolume, int, [float, ...], [float, ...], [int, ...]) -> int C++: int PerImageInitialization(vtkRenderer *, vtkVolume *, int, double *, double *, int *) V.PerVolumeInitialization(vtkRenderer, vtkVolume) C++: void PerVolumeInitialization(vtkRenderer *, vtkVolume *) V.PerSubVolumeInitialization(vtkRenderer, vtkVolume, int) C++: void PerSubVolumeInitialization(vtkRenderer *, vtkVolume *, int) V.RenderSubVolume() C++: void RenderSubVolume() V.DisplayRenderedImage(vtkRenderer, vtkVolume) C++: void DisplayRenderedImage(vtkRenderer *, vtkVolume *) V.AbortRender() C++: void AbortRender() V.CreateCanonicalView(vtkVolume, vtkImageData, int, [float, float, float], [float, float, float]) C++: void CreateCanonicalView(vtkVolume *volume, vtkImageData *image, int blend_mode, double viewDirection[3], double viewUp[3]) V.GetEstimatedRenderTime(vtkRenderer, vtkVolume) -> float C++: float GetEstimatedRenderTime(vtkRenderer *ren, vtkVolume *vol) V.GetEstimatedRenderTime(vtkRenderer) -> float C++: float GetEstimatedRenderTime(vtkRenderer *ren) Get an estimate of the rendering time for a given volume / renderer. Only valid if this mapper has been used to render that volume for that renderer previously. Estimate is good when the viewing parameters have not changed much since that last render. V.SetFinalColorWindow(float) C++: virtual void SetFinalColorWindow(float _arg) Set/Get the window / level applied to the final color. This allows brightness / contrast adjustments on the final image. window is the width of the window. level is the center of the window. Initial window value is 1.0 Initial level value is 0.5 window cannot be null but can be negative, this way values will be reversed. |window| can be larger than 1.0 level can be any real value. V.GetFinalColorWindow() -> float C++: virtual float GetFinalColorWindow() Set/Get the window / level applied to the final color. This allows brightness / contrast adjustments on the final image. window is the width of the window. level is the center of the window. Initial window value is 1.0 Initial level value is 0.5 window cannot be null but can be negative, this way values will be reversed. |window| can be larger than 1.0 level can be any real value. V.SetFinalColorLevel(float) C++: virtual void SetFinalColorLevel(float _arg) Set/Get the window / level applied to the final color. This allows brightness / contrast adjustments on the final image. window is the width of the window. level is the center of the window. Initial window value is 1.0 Initial level value is 0.5 window cannot be null but can be negative, this way values will be reversed. |window| can be larger than 1.0 level can be any real value. V.GetFinalColorLevel() -> float C++: virtual float GetFinalColorLevel() Set/Get the window / level applied to the final color. This allows brightness / contrast adjustments on the final image. window is the width of the window. level is the center of the window. Initial window value is 1.0 Initial level value is 0.5 window cannot be null but can be negative, this way values will be reversed. |window| can be larger than 1.0 level can be any real value. V.GetFlipMIPComparison() -> int C++: virtual int GetFlipMIPComparison() V.ReleaseGraphicsResources(vtkWindow) C++: void ReleaseGraphicsResources(vtkWindow *) override; WARNING: INTERNAL METHOD - NOT INTENDED FOR GENERAL USE Release any graphics resources that are being consumed by this mapper. The parameter window could be used to determine which graphic resources to release. 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