Open Inventor Mentor, 2nd Edition - Volume II
List of Figures
1.1.
Phillips CT scanner (source: Wikimedia Commons)
1.2.
2D CT images (source: US Navy)
1.3.
VolumeViz rendering
1.4.
Marine seismic survey (source: The Open University)
1.5.
2D seismic visualization (source: USGS)
1.6.
VolumeViz rendering (data courtesy CGG Veritas)
1.7.
SoOrthoSlice, SoObliqueSlice, SoFenceSlice
1.8.
Custom shader for co-blending multiple volumes
1.9.
Volume clipped around a well bore
1.10.
LDM tiles loaded to display one slice of the volume.
1.11.
Different resolution levels (low to high).
1.12.
Full data compared to LDM managed data.
1.13.
Cylindrical volume rendering (ultrasound scan of pipe)
1.14.
Default data range compared to window center/width of 65/90.
1.15.
3DHead.ldm
1.16.
“3DHead.ldm” rotated
1.17.
Slice rendering with and without lighting enabled.
1.18.
Shadows on slices
1.19.
Seismic data: LINEAR interpolation
1.20.
MULTISAMPLE_12 interpolation
1.21.
SoOrthoSlice default appearance
1.22.
SoOrthoSlice with bump-mapping enabled
1.23.
Multiple orthoslices
1.24.
SoVolumeSkin default and with SoROI (Region of Interest)
1.25.
Oblique slice
1.26.
Fence slice – Y axis
1.27.
Fence slices extruded along the X axis and the Z axis
1.28.
Volume geometry
1.29.
The four basic steps of volume ray casting: 1. Ray Casting 2. Sampling 3. Shading 4. Compositing.
1.30.
Preintegration OFF
1.31.
Preintegration ON
1.32.
256 samples, Jittering OFF
1.33.
256 samples, Jittering ON
1.34.
For comparison: 512 samples, jittering OFF
1.35.
cubicInterpolation OFF
1.36.
cubicInterpolation ON
1.37.
Lighting OFF
1.38.
Lighting ON
1.39.
Lighting plus shadows
1.40.
Shadows: medical data
1.41.
Shadows: seismic data. Courtesy CGG Veritas
1.42.
gradientQuality = LOW
1.43.
gradientQuality = MEDIUM
1.44.
gradientQuality = HIGH
1.45.
gradientThreshold = 0
1.46.
gradientThreshold = 0.1
1.47.
surfaceScalarExponent = 0
1.48.
surfaceScalarExponent = 1
1.49.
surfaceScalarExponent blend factor
1.50.
edgeColor OFF
1.51.
edgeColor with edgeThreshold = 0.5
1.52.
edgeThreshold = 0.2
1.53.
edgeColor = cyan (0,1,1)
1.54.
Boundary opacity OFF
1.55.
Boundary opacity ON
1.56.
BoundaryOpacityItensity scale factor
1.57.
Edge detection OFF
1.58.
Edge detection by DEPTH
1.59.
Edge detection by LUMINANCE
1.60.
Edge detection by GRADIENT
1.61.
MAX_INTENSITY_PROJECTION
1.62.
MIN_INTENSITY_PROJECTION
1.63.
AVERAGE_INTENSITY_PROJECTION
1.64.
Normal rendering
1.65.
Voxelized rendering
1.66.
Isovalues 30 and 170
1.67.
Isosurface with specular highlights
1.68.
Isosurface with shadows
1.69.
Isosurface with transparency
1.70.
Multiple very large seismic horizon surfaces (courtesy CGG Veritas)
1.71.
No property
1.72.
Property = height values
1.73.
Property = RGBA image
1.74.
Height field 300,000 triangles
1.75.
Height field 30,000 triangles
1.76.
Volume “probe” using SoROI with seismic data
1.77.
Scene graph to clip a volume against a sphere
1.78.
Concave clipping shape
1.79.
clipping a volume against a sphere with clipOutside = FALSE
1.80.
Clipping between two horizon surfaces
1.81.
Shader Rendering Pipeline
1.82.
Scene graph for CPU composition of two data sets
1.83.
CPU composition of two data sets using the multiply operator
1.84.
DataInfoBox query
1.85.
DataInfoTrace query
1.86.
DataInfoLine query
1.87.
DataInfoPolyLine query
1.88.
DataInfoPlanequery
2.1.
Multiple inheritance example
2.2.
Enhanced coloring on the left and OpenGL coloring on the right
2.3.
Demo QuadraticWheelHexa27 with a basic tessellator.
2.4.
Demo QuadraticWheelHexa27 with a geometrical tessellator
2.5.
Example showing a green isosurface with a transparent red mesh skin. No data set is mapped onto this isosurface
2.6.
Example showing an isosurface with a transparent red mesh skin. The isosurface is extracted from a first scalar dataset and colored with a second one.
2.7.
Example showing the skin of a mesh colored by a scalar dataset. The cell edges are also displayed
2.8.
Example showing a white mesh outline with a transparent red mesh skin.
2.9.
Example showing a logical slice with a white mesh outline extracted from an hexahedron IJK mesh containing faults.
2.10.
Example showing a plane slice inside a volume mesh represented by a red and transparent mesh skin
2.11.
Example showing 4 intersection points between the red line mesh and the plane defined by the white jack dragger
2.12.
Examples showing a set of streamlines starting from the red circle. These lines are inside a volume mesh represented by a red and transparent mesh skin
2.13.
idem with other position of the streamlines starting points.
2.14.
Unstructured mesh displayed by using a MoMeshCellShape on the left part and a MoMeshSkin on the right part.
2.15.
Artifacts on cells having curved edges
2.16.
Example of additional nodes for 1D cells
2.17.
Example of additional nodes for 2D cells
2.18.
Example of additional nodes for 3D cells
2.19.
Example of cubic triangle cell
2.20.
Example of quadratic rectangular base cell
2.21.
2.22.
2.23.
2.24.
2.25.
Drawing using shape functions
2.26.
Untesselated quadratic shape
2.27.
The tesselation step
2.28.
Surface tesselation
2.29.
MiEdgeErrorMetric
2.30.
MxEdgeErrorMetricGeometry
2.31.
Face F has different decomposition in cell C1 and C2
2.32.
Face F has the same decomposition in cell C1 and C2
2.33.
Demo QuadraticHexa20:
2.34.
Demo QuadraticHexa20:
2.35.
Demo QuadraticHexa27:
2.36.
Demo QuadraticHexa27:
2.37.
Demo QuadraticWedge18:
2.38.
Demo QuadraticWedge18:
2.39.
2D/3D shape node classes
2.40.
GraphMaster node classes
2.41.
Axis node classes
2.42.
Main axis attributes
2.43.
Enhanced business graphics property nodes
2.44.
1D mesh classes
2.45.
Property node classes for charting
2.46.
Enhanced business graphics node classes
2.47.
GraphMaster axis editor classes
2.48.
GraphMaster legend editor classes
2.49.
2D mesh classes
2.50.
Surface mesh representation node classes
2.51.
3D mesh classes
2.52.
Volume mesh representation node classes
2.53.
Common mesh representation node classes
2.54.
Legend node classes
2.55.
Different value legends
3.1.
ScaleViz scene graph synchronization
3.2.
Application sending request for cluster configuration to ScaleViz daemon
3.3.
ScaleViz network once application is connected to the cluster through gateway
3.4.
Automatic scene distribution for an even number of nodes
3.5.
Automatic scene distribution for an odd number of nodes
3.6.
Interacting with fields of SoScaleVizParameters node
3.7.
Interacting with fields of SoRemoteParams node
3.8.
Interacting with fields of SoTileComposerParams node
3.9.
Interacting with fields of SoDepthComposerParams node
3.10.
Immersive view
3.11.
From the $OIVHOME/Inventor/example/ToolMaker 02.NodesDLL example
3.12.
ScaleViz configuration file
3.13.
Four flat screens
3.14.
Example of RIGHT_LEFT configuration using one pipe
3.15.
Edge overlapping
3.16.
RIGHT-LEFT flat screen configuration using overlapping
3.17.
Configuring three flat screens using edge overlapping
3.18.
Illustration of the view volumes with three SoScreens
3.19.
View volumes with two SoFlatScreens (right) compared wth standard view volume (left)
4.1.
VectorizeAction classes
4.2.
Vector output classes
4.3.
HardCopy monitor classes
4.4.
Open Inventor to PDF3D conversion tool.
4.5.
Harley.iv exported to PDF3D view.
5.1.
examples of available DirectViz demo .iv files
5.2.
Thickness computation
5.3.
Ray-tracing modeling light paths
5.4.
DirectViz rendering – notice the rendering details not possible with OpenGL
5.5.
From OpenGL to DirectViz rendering
5.6.
The DirectViz control dialog
5.7.
Sub-sampling factor 0.1, 0.5, 1.0 (full resolution)
5.8.
Recursion limit 1, 2, 6
5.9.
Environment reflections on car paint, chrome and glass
5.10.
Bump mapping on car interior materials
5.11.
Adding an environment shader
5.12.
16 environment lights with no accumulation, 5 accumulations, 10 accumulations
5.13.
Left: default reflectiveColor 0 0 0, right: reflectiveColor set to 0.2 0.2 0.2
5.14.
No fuzzy effects, fuzzy effects, accumulated fuzzy effects
5.15.
No Glossy Surfaces Effects, Glossy Surfaces Effects, accumulated Glossy Surfaces Effects
5.16.
Without shadows, with hard shadows, with soft shadows
5.17.
Adding bump map to the floor
5.18.
Floor texture and corresponding normal map
5.19.
Combined effects, without accumulation and with accumulation
5.20.
Diffuse shader
5.21.
Phong shader
5.22.
Phong shader enhanced with Bump Mapping
5.23.
Phong shader enhanced with transparent textures
5.24.
Car paint shader with specularColor 0.4 0.4 0.4 and shininess 6
5.25.
Car paint shader with specularColor 1 1 1 and and shininess 64
5.26.
RTXGlass shader (sphere) and RTXPhong shader (cube)
5.27.
RTXGlass and RTXPhong shaders enhanced with glossy surfaces effects
5.28.
RTXGlass shader enhanced with Bump Mapping
5.29.
DirectViz cluster configuration example (1 master and 4 slaves)
6.1.
TerrainViz classes
6.2.
TerrainViz mesh density
6.3.
Hole contour qualities (left, quality is 0.5; right, quality is 1.0)
6.4.
Texture neighborhood with level information
6.5.
TerrainViz texture quadtree
6.6.
TerrainViz texture mapping
6.7.
Color contouring
6.8.
Color shading
6.9.
Geodetic system
6.10.
Azimuthal projection
6.11.
Conic projection
6.12.
Data preprocessing
6.13.
Texture preprocessing
6.14.
Preprocessing
6.15.
Terrain viewer
6.16.
Grand Canyon visualized with TerrainViz