Full volume rendering using phong shading!

Closed Posted 5 years ago Paid on delivery
Closed Paid on delivery

1. Under the menu item with title ‘Volume Rendering’, create pull-down submenus with titles ‘Full Volume Rendering’. When it is selected, your program will use the transfer function values to generate result images.

2. You will need to implement Phong shading by yourself. Please initialize an appropriate light source position and intensity. For the colors with shading, make sure you don’t exceed 1.0 in each R,G,B. If you do, which can happen if you set ka+kd+ks>1.0, just clamp to 1.0.

3. You will need 4 transfer functions, one for each red, green, blue, and alpha (RGBA). For this purpose, use the extern global 4-element array transFunc in Application.cpp. It will hold the red, green, blue, and alpha transfer functions for your volume renderer. Now you have an array with four instances of a 256-member array, i.e., element k of the 2nd volume transfer function (the one for green) is transFunc[1][k]. Each transfer function will be drawn in a different color. You can set these colors in the extern array of floats, transFuncColor[4][3]. You can set the first triple (the one for red) to {1.0, 0.0, 0.0}, and the one for green, blue, and alpha to {0.0, 1.0, 0.0}, {0.0, 0.0, 1.0} and {1.0, 1.0, 1.0}, respectively.

3D Modelling C Programming C++ Programming Computer Graphics OpenGL

Project ID: #18326855

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