Provided by: libvolpack1-dev_1.0b3-9.1_amd64 bug

NAME

       vpSetShadowLookupShader - specify shading lookup tables for rendering shadows

SYNOPSIS

       #include <volpack.h>

       vpResult
       vpSetShadowLookupShader(vpc,  color_channels,  num_materials, color_field, color_table, color_table_size,
               weight_field, weight_table, weight_table_size, shadow_table, shadow_table_size)
           vpContext *vpc;
           int color_channels, num_materials;
           int color_field;
           float *color_table;
           int color_table_size;
           int weight_field;
           float *weight_table;
           int weight_table_size;
           float *shadow_table;
           int shadow_table_size;

ARGUMENTS

       vpc    VolPack context from vpCreateContext.

       color_channels
              The number of color channels per pixel (1 or 3).

       num_materials
              The number of material types.

       color_field
              Field number for voxel field containing color lookup table index.

       color_table
              Color lookup table.

       color_table_size
              Size of color lookup table in bytes.

       weight_field
              Field number for voxel field containing material weight lookup table index.

       weight_table
              Material weight lookup table.

       weight_table_size
              Size of material weight lookup table in bytes.

       shadow_table
              Shadow color lookup table.

       shadow_table_size
              Size of shadow color lookup table in bytes.

DESCRIPTION

       vpSetShadowLookupShader is used to specify lookup tables that define a shading function for  rendering  a
       volume with shadows.  It should be used instead of vpSetLookupShader when shadows are enabled.

       VolPack  supports a fast, one-pass shadow algorithm.  The algorithm computes the fraction of light from a
       given light source that reaches each voxel.  The fraction is then  used  to  attenuate  the  diffuse  and
       specular  shading  terms  associated  with  that  light source, producing a dark shadow in areas that are
       hidden from the light source.  The implementation  uses  lookup  tables  so  that  most  of  the  shading
       calculation can be precomputed.

       In  order  to compute the shadows in a single pass the algorithm places a restriction on the direction of
       the light source: the light casting the shadows must not  be  more  than  45  degrees  from  the  viewing
       direction.   The  quality  of  the  shadows  may degrade if the angle approaches 45 degrees.  The current
       implementation allows shadows to be cast only from one light source.  Additional lights may  be  enabled,
       but they will not cast shadows.

       To make a rendering with shadows, the following steps must be performed:

              Call vpSetShadowLookupShader to define the lookup tables (see discussion below).

              Call vpSeti with the VP_SHADOW_LIGHT option to specify which light will cast shadows.  The current
              implementation only allows one light to be specified.

              Call vpSeti with the VP_SHADOW_BIAS option to set the shadow bias value (see discussion below).

              Call vpEnable with the VP_SHADOW option to enable shadows.

              Call vpShadeTable as usual to initialize the lookup tables.

              Call one of the rendering routines.

       vpSetShadowLookupShader  defines the lookup tables required for the shading and shadowing algorithm.  The
       first nine arguments are identical to the arguments for  vpSetLookupShader  (see  the  corresponding  man
       page).  The remaining two arguments specify an additional color lookup table, shadow_table, with the same
       dimensions as color_table.  The contents of the table will be initialized by vpShadeTable.

       The call to vpSeti with the VP_SHADOW_BIAS option specifies an offset to eliminate self-shadowing.  Self-
       shadowing  is  an intrinsic problem when implementing shadow algorithms for volume rendering.  Consider a
       single voxelized object consisting of an opaque core surrounded  by  a  "halo"  of  lower-opacity  voxels
       (necessary  for  the  scene  to  be  band-limited).   As  a  light  ray  pierces the halo its strength is
       attenuated.  By the time the light reaches the high-opacity region a significant fraction  of  the  light
       may be obscured, resulting in a general darkening of the image even if no shadows should be present.  The
       problem  can  be  corrected  by moving the shadow a small distance along the direction of the light rays.
       VP_SHADOW_BIAS specifies the distance of the bias in units of voxels.  The optimal value depends  on  the
       data set.  Increase the bias until it has no more effect on overall image brightness, but do not increase
       it too far or small features in the data will no longer produce correct shadows.

       vpShadeTable  initializes  the  shading lookup tables.  It operates differently when shadows are enabled.
       Instead of computing one color for each surface normal vector and storing the results in color_table, the
       routine computes two colors terms.  The first term is the portion of the voxel color due to  the  diffuse
       and  specular  components  of  the  shadow light.  This value is stored in shadow_table.  The second term
       contains the contribution of all other light source  and  the  ambient  light  term,  and  is  stored  in
       color_table.   During  rendering the color of a voxel is computed by extracting a surface normal from the
       voxel, using the surface normal to index both color_table and shadow_table, attenuating  the  value  from
       shadow_table  by  the  local  strength  of the shadow light, and then adding the two terms together.  The
       local strength of the shadow light is found by extracting a value from the  shadow  buffer,  an  internal
       data structure that is updated during rendering.

       The   values   in   the   shading   lookup   tables   may   be   initialized   before  or  after  calling
       vpSetShadowLookupShader.  Typically  vpSetShadowLookupShader  is  called  once  at  the  beginning  of  a
       rendering  session,  and  then  vpShadeTable is called whenever the user changes the lighting and shading
       parameters or the viewing direction.

       The shadow buffer is an internal 2D array used to maintain state during  rendering.   There  are  several
       state   variables   that  can  be  used  to  query  its  current  size  in  pixels  (VP_SHADOW_WIDTH  and
       VP_SHADOW_HEIGHT) and to suggest a size (VP_SHADOW_WIDTH_HINT and VP_SHADOW_HEIGHT_HINT).   The  required
       size  depends  on the volume size and the shadow light's direction.  Normally the buffer is automatically
       resized when necessary.

STATE VARIABLES

       Information about the current shading table parameters can be retrieved with the following state variable
       codes     (see     vpGeti(3)):     VP_COLOR_CHANNELS,     VP_SHADE_COLOR_TABLE,      VP_SHADE_COLOR_SIZE,
       VP_SHADE_WEIGHT_TABLE,       VP_SHADE_WEIGHT_SIZE,      VP_SHADE_COLOR_FIELD,      VP_SHADE_WEIGHT_FIELD,
       VP_MATERIAL_COUNT,    VP_SHADOW,    VP_SHADOW_LIGHT,     VP_SHADOW_WIDTH_HINT,     VP_SHADOW_HEIGHT_HINT,
       VP_SHADOW_WIDTH, VP_SHADOW_HEIGHT, VP_SHADOW_COLOR_TABLE, VP_SHADOW_COLOR_SIZE, VP_SHADOW_BIAS

ERRORS

       The normal return value is VP_OK.  The following error return values are possible:

       VPERROR_BAD_VALUE
              One or more of the arguments has an invalid value or is out of range.

       VPERROR_LIMIT_EXCEEDED
              The num_materials argument has exceeded an internal limit.  Change the value of VP_MAX_MATERIAL in
              volpack.h and recompile the VolPack library.

SEE ALSO

       VolPack(3), vpCreateContext(3), vpShadeTable(3), vpSetLookupShader(3)

VolPack                                                                               vpSetShadowLookupShader(3)