Closed snout-o closed 4 years ago
Hi, you're welcome, I'm glad the demo is useful. Sorry for my slow answer... I'm working with 8-bit data for simplicity mainly, and it's sufficient for the visualization needs, but in principle you could adapt the loader script to use a higher dynamic range. However: you'll have to take care of endianness, and the 3D texture I'm using (Alpha8) is only 8-bit, so the precision would be lost. There actually exists a floating point texture format (RFloat) but Unity wouldn’t let me create 3D textures with it.
Update: it is now possible to create floating-point 3D textures. The loader has been updated to handle both uint8 data (as TextureFormat.Alpha8) and float32 data (as TextureFormat.RFloat).
Outstanding, thanks! My projects have moved on in the proceeding years since opening this ticket but it's brilliant to see your continued commitment to the codebase. Cheers 👍
Hi, thanks for sharing this code it's been very useful to me studying your implementation. One thing I did wonder is that your code expects 8 bit volumetric data but I will it work with 16 bit data such as grayscale pixel data from a series of DICOM files?
Thanks again!