spherical-volume-rendering / svr-algorithm

A spherical volume rendering algorithm that performs ray casting through a spherical voxel grid.
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New functions #17

Closed ak-2485 closed 4 years ago

ak-2485 commented 4 years ago

Plus a change to angular_hit returns.

cgyurgyik commented 4 years ago

Awesome work. You also didn't pull my fixes from yesterday but it shouldn't take long for me to re-add those. I noted a couple small things.

Edit: Adding a few small changes from last night, I get the following for the radial traversal: [1 2 2 2 2 1]

for this example:

    min_bound = [0.0, 0.0];
    max_bound = [30.0, 30.0];
    ray_origin = [3.0, 5.0];
    ray_direction = [1.0, 1.0];  
    circle_center = [15.0, 15.0];
    circle_max_radius = 10.0;
    num_radial_sections = 2;
    num_angular_sections = 4; 
    t_begin = 0.0;
    t_end = 20.0;
    verbose = true;

I'm not sure this is correct. The correct response is expected_rVoxels = [1,2,2,2,1];