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image_layer_rendering.md

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Image Layer Rendering

The rendering of image layers is fully customizable by specifying GLSL fragment shader code for computing an RGBA output value for each pixel of the viewport based on the the single- or multi-channel values associated with the corresponding voxel.

The fragment shader code can be entered interactively from the side panel for an image layer, or programmatically by specifying a 'shader' property of the JSON specification of the image layer.

Shader language

The shader code must conform to the OpenGL ES Shading Language (GLSL) version 3.0, specified at https://www.khronos.org/registry/OpenGL/specs/es/3.0/GLSL_ES_Specification_3.00.pdf.

You may find the WebGL reference card helpful: https://www.khronos.org/files/webgl20-reference-guide.pdf.

UI Controls

Rendering may depend on values specified by custom UI controls, specified by special #uicontrol directives supported by Neuroglancer as an extension to GLSL.

For example:

#uicontrol int channel slider(min=0, max=4)
#uicontrol vec3 color color(default="red")
#uicontrol float brightness slider(min=-1, max=1)
#uicontrol float contrast slider(min=-3, max=3, step=0.01)
void main() {
  emitRGB(color *
          (toNormalized(getDataValue(channel)) + brightness) *
          exp(contrast));
}

The directive syntax is:

#uicontrol <type> <name>
#uicontrol <type> <name>(<parameter>=<value>, ...)
#uicontrol <type> <name> <control>
#uicontrol <type> <name> <control>(<parameter>=<value>, ...)

which has the effect of defining a variable <name> of GLSL type <type> whose value is set by a UI control of type <control>. The valid parameters and <type> values depend on the <control> type. If no parameters are specified, the parentheses may be omitted. Depending on the specified <type>, <control> may be omitted, as described below.

slider controls

The slider control type specifies a slider control over an integer or float range. Directive syntax:

#uicontrol <type> <name> slider(min=<min>, max=<max>, default=<default>, step=<step>)

The <type> must be float, int, or uint. The min and max parameters are required. The step parameter is optional; if not specified, defaults to 1 for integer ranges and (<max> - <min>) / 100 for float ranges. The default parameter indicates the initial value and is optional; if not specified, defaults to <min> for integer ranges and to (<min> + <max>)/2 for float ranges.

color controls

The color control type specifies a color picker. Directive syntax:

#uicontrol vec3 <name> color(default="<color>")

The <type> must be vec3, which is set to the RGB [0, 1] representation of the color. The default parameter indicates the initial value as a CSS color string (must be quoted), and defaults to "white" if not specified.

checkbox controls

The checkbox control type specifies a checkbox. Directive syntax:

#uicontrol bool <name> checkbox
#uicontrol bool <name> checkbox(default=false)
#uicontrol bool <name> checkbox(default=true)

The default is false if not specified. The variable <name> is defined at compile time as either false or true according to the state of the checkbox.

invlerp controls

The invlerp control type allows the user to specify an numerical interval that is linearly mapped to a float in the interval [0, 1]. The name invlerp refers to inverse linear interpolation. To aid the selection of the interval, an empirical cumulative distribution function (ECDF) of the currently displayed data is plotted as part of the control.

This control is supported both for image layers and annotation layers.

  • For image layers, if there are channel dimensions, the ECDF is always computed over just a single channel; the default channel is specified by the channel parameter and may be adjusted using the UI. If there are no channel dimensions, a color legend is also displayed that shows the output color for each input value in the ECDF domain.

  • For annotation layers, the ECDF is computed over a single numerical property; the default property is specified by the property parameter and may be adjusted using the UI.

Directive syntax:

#uicontrol invlerp <name>(range=[3, 75], window=[0, 100], channel=[1,2], clamp=false)
#uicontrol invlerp <name>(range=[3, 75], window=[0, 100], property="e1", clamp=false)

The following parameters are supported:

  • range: Optional. The default interval to be normalized to [0, 1]. Must be specified as an array. May be overridden using the UI control. If not specified, defaults to the full range of the data type for integer data types, and [0, 1] for float32. It is valid to specify an inverted interval like [50, 20]. In this case, 50 maps to 0 and 20 maps to 1.

  • window: Optional. The default interval over which the ECDF will be shown. May be overridden using the UI control. If not specified, defaults to the interval specified for range.

  • channel: Optional. The channel for which to compute the ECDF (supported for image layers only). If the rank of the channel coordinate space is 1, may be specified as a single number, e.g. channel=2. Otherwise, must be specified as an array, e.g. channel=[2, 3]. May be overriden using the UI control. If not specified, defaults to all-zero channel coordinates.

  • property: Optional. The property for which to compute the ECDF (supported for annotation layers only). Must be specified as a string, e.g. property="e1". May be overriden using the UI control. If not specified, defaults to the first numerical property.

  • clamp: Optional. Indicates whether to clamp the result to [0, 1]. Defaults to true. If false, the result will be outside [0, 1] if the input value is outside the configured range. Unlike the other parameters, this cannot be adjusted in the UI.

This directive makes the following shader functions available:

float <name>(T value);

// For image layers
float <name>() {
  return <name>(getDataValue(channel...));
}

// For annotation layers
float <name>() {
  return <name>(prop_<property>());
}

where T is the data type returned by getDataValue (for image layers) or prop_<property> (for annotation layers). The one-parameter overload simply computes the inverse linear interpolation of the specified value within the range specified by the control. The zero-parameter overload returns the inverse linear interpolation of the data value for configured channel/property.

API

Retrieving voxel channel value

The raw value for a given channel is obtained by calling the getDataValue or getInterpolated function:

T getDataValue(int channelIndex...);
T getInterpolated(int channelIndex...);

The type T is {u,}int{8,16,32}_t, uint64_t, or float depending on the data source. The channelIndex... parameters specifying the coordinates within the channel dimensions, if any. For backward compatibility, if there are no channel dimensions, a single unused channelIndex argument may still be specified.

The getDataValue function returns the nearest value without interpolation, while the getInterpolated function uses trilinear interpolation.

Note that only float is a builtin GLSL type. The remaining types are defined as simple structs in order to avoid ambiguity regarding the nature of the value:

struct uint8_t {
  highp uint value;
};
struct uint16_t {
  highp uint value;
};
struct uint32_t {
  highp uint value;
};
struct uint64_t {
  highp uvec2 value;
};

To obtain the raw value as a float, call the toRaw function:

float toRaw(float x) { return x; }
highp uint toRaw(uint8_t x) { return float(x.value); }
highp uint toRaw(uint16_t x) { return float(x.value); }
highp uint toRaw(uint32_t x) { return float(x.value); }

To obtain a normalized value that maps the full range of integer types to [0,1], call the toNormalized function:

highp float toNormalized(float x) { return x; }
highp float toNormalized(uint8_t x) { return float(x.value) / 255.0; }
highp float toNormalized(uint16_t x) { return float(x.value) / 65535.0; }
highp float toNormalized(uint32_t x) { return float(x.value) / 4294967295.0; }

Emitting pixel values

To emit a normalized grayscale value in the range [0,1], call:

void emitGrayscale(float x);

To emit an RGB color value (each component in the range [0,1]), call:

void emitRGB(vec3 rgb);

To emit an RGBA color value (each component in the range [0,1]), call:

void emitRGBA(vec4 rgba);

Note that the specified alpha value is multiplied by the opacity value for the layer.

To emit a transparent pixel, call:

void emitTransparent();

Volume rendering

The same shader code is used both for cross-section rendering and for the experimental volume rendering. Note that while volume rendering remains experimental, it is not guaranteed that future Neuroglancer versions will be backwards compatible with JSON states that enable volume rendering. To allow the shader code to detect the rendering mode (and possibly alter its behavior), the VOLUME_RENDERING constant is defined to either true or false.

#define VOLUME_RENDERING false
#define VOLUME_RENDERING true

Reasonable volume rendering can be obtained by calling emitRGBA with a constant color and data-dependent alpha.

Color maps

You can map values in the range [0,1] to an RGB color using one of the color maps defined in colormaps.ts.

Avoiding artifacts due to lossy compression

If a discontinuous color mapping is applied to a volume that is stored or retrieved using lossy compression (e.g. JPEG), compression artifacts may be visible. Lossy compression can be disabled for individual data sources as follows:

Data source Behavior
boss JPEG compression is used by default for image volumes. For 16 bit images, append a ?window=INT,INT to request scaled images in 8 bit space.
brainmaps JPEG compression is used by default for single-channel uint8 volumes. To override this, append a ?encoding=raw query string parameter to the data source URL.

Examples

The default shader, that displays the first channel as a grayscale intensity:

void main () {
  emitGrayscale(toNormalized(getDataValue()));
}

Outputting a 3-channel volume as RGB:

void main () {
  emitRGB(vec3(toNormalized(getDataValue(0)),
               toNormalized(getDataValue(1)),
               toNormalized(getDataValue(2))));
}

Outputting a single-channel volume as a solid red mask with varying alpha (e.g. to overlay a probability map over raw image data):

void main () {
  emitRGBA(vec4(1, 0, 0, toNormalized(getDataValue())));
}

Outputting a single-channel volume using the Jet colormap:

void main () {
  emitRGB(colormapJet(toNormalized(getDataValue())));
}

Thresholding a single-channel volume (see note above about avoiding artifacts due to lossy compression):

void main () {
  emitGrayscale(step(0.5, toNormalized(getDataValue())));
}

Mapping particular values to specific colors (see note above about avoiding artifacts due to lossy compression):

void main() {
  float value = toRaw(getDataValue(0));
  vec3 color = vec3(0, 0, 0);
  if (value == 2.0) color = vec3(1, 0, 0);
  if (value == 3.0) color = vec3(0, 1, 0);
  if (value == 4.0) color = vec3(0, 0, 1);
  emitRGB(color);
}