This is a WebGL canvas-based volume viewer. It can display multichannel volume data of 8-bit intensity values. Volume data is provided to the core 3d viewer in two parts. The first part is via a json object containing dimensions and other metadata. The second part is the volume data itself.
The volume-viewer package exposes two key modules:
View3d
is the viewing component that contains a canvas and supports zoom/pan/rotate interaction with the volume.Volume
is the class that holds the volume data. After initialization, this is generally a read-only holder for raw data.
It also provides the following two utility modules:
VolumeLoader
is a convenience class for downloading and unpacking texture atlases from .png files (up to 3 channels per png) into a Volume.VolumeMaker
is a convenience module for creating simple test volume data
There are two ways to deliver volume data to the viewer:
- raw Uint8Arrays of 3d volume data (one Uint8Array per channel). (
Volume.setChannelDataFromVolume
) - texture atlases (png files or Uint8Arrays containing volume slices tiled across a 2d image) (
Volume.setChannelDataFromAtlas
)
See public/index.ts for a working example. (npm install; npm run dev
will run that code) The basic code to get the volume viewer up and running is as follows:
import { View3d, Volume, VolumeLoader, VolumeMaker } from "volume-viewer";
// find a div that will hold the viewer
const el = document.getElementById("volume-viewer");
// create the viewer. it will try to fill the parent element.
const view3D = new View3d(el);
// create a volume image with dimensions passed in via jsondata
// this json format is documented in Volume.ts as ImageInfo
const aimg = new Volume(jsondata);
// tell the viewer about the image
view3D.addVolume(aimg);
// load volume data into the image. volumeData here is an array of Uint8Arrays.
// each element in volumeData is a flattened 3d volume stored in xyz order in a Uint8Array.
// Intensities must have been be scaled to fit in uint8.
for (let i = 0; i < volumeData.length; ++i) {
aimg.setChannelDataFromVolume(i, volumeData[i]);
// optional: initialize with a lookup table suitable for visualizing noisy biological data
aimg.channels[i].lutGenerator_percentiles(0.5, 0.998);
}
// enable only the first 3 channels
for (var ch = 0; ch < aimg.num_channels; ++ch) {
view3D.setVolumeChannelEnabled(aimg, ch, ch < 3);
}
// set some viewing parameters
view3D.updateDensity(aimg, 0.05);
view3D.updateExposure(0.75);
// tell the viewer to update because new data has been added.
view3D.updateActiveChannels(aimg);
view3D.updateLuts(aimg);
- in
VolumeViewer.jsx
import * as React from "react";
import { View3d, Volume, VolumeLoader, VolumeMaker } from 'volume-viewer';
const url = 'https://s3-us-west-2.amazonaws.com/bisque.allencell.org/v1.4.0/Cell-Viewer_Thumbnails/AICS-11/';
const volumeToLoad = 'AICS-11_3136_atlas.json';
export class VolumeViewer extends React.Component {
constructor(props) {
super(props);
this.volumeViewer = React.createRef();
}
componentDidMount() {
const ref = this.volumeViewer;
if (!ref.current) {
return;
}
const el = ref.current;
this.view3D = new View3d(el);
// to download a volume encoded as a json plus tiled png images:
// this format is documented in Volume.ts as ImageInfo
return fetch(`${url}/${volumeToLoad}`)
.then((response) => {
return response.json();
})
.then(jsondata => {
// when json file is received, create Volume object
const aimg = new Volume(jsondata);
// tell the 3d view about it.
this.view3D.addVolume(aimg);
jsondata.images = jsondata.images.map(img => ({ ...img, name: `${url$}${img.name}` }));
// download the volume data itself in the form of tiled png files
VolumeLoader.loadVolumeAtlasData(aimg, jsondata.images, (url, channelIndex) => {
// initialize each channel as it arrives and tell the view to update.
aimg.channels[channelIndex].lutGenerator_percentiles(0.5, 0.998);
this.view3D.setVolumeChannelEnabled(aimg, channelIndex, channelIndex < 3);
this.view3D.updateActiveChannels(aimg);
this.view3D.updateLuts(aimg);
});
// set some initial viewing parameters
this.view3D.setCameraMode('3D');
this.view3D.updateDensity(aimg, 0.05);
this.view3D.updateExposure(0.75);
});
}
render() {
return (
<div
style={{height: 1000, width: '100%'}}
ref={this.volumeViewer}
/>
)
}
The ray marched volume shader is a heavily modified version of one that has its origins in Bisque. The core path tracing implementation was adapted from ExposureRender.
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