<font size="2"><font face="verdana,sans-serif">I am experiencing a similar problem with GPU Raycaster. I have linear interpolation turned on (it helps somewhat), but when I view it from an angle close to being parallel to the image slices I see similar discontinuity artifacts in the slicing direction. My images have large inter-slice spacing (low Z resolution). I have found no solution so far. You are not alone :)<br>
</font></font><br><div class="gmail_quote">On Mon, Dec 5, 2011 at 16:15, Jim Geach <span dir="ltr"><<a href="mailto:jimgeach@physics.mcgill.ca">jimgeach@physics.mcgill.ca</a>></span> wrote:<br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex;">
<br>
Dear all,<br>
<br>
I'm volume rendering some large data cubes (using a FixedPointVolumeMapper, Composite mode), and getting an unsatisfactory pixelation effect in some part of the images that are obtained via RenderLargeImage (we want images that are larger than the device size).<br>
<br>
I attach an example of the sort of effect I'm talking about, and wondered if anyone knew why this is happening, and if there is a way to fix it.<br>
<br>
I must add that I'm guessing its something to do with the camera parameters I'm using - for various reasons I want to use a wide camera angle, with:<br>
<br>
cam.SetViewAngle(60)<br>
cam.UseHorizontalViewAngleOn()<br>
<br>
I'm wondering if the problems with the images have something to do with distortion introduced in the rendering because of this. The pixelation doesn't affect the whole image however.<br>
<br>
Best, Jim<br>
<br>
<br><br>
---<br>
Dr James Geach<br>
McGill University<br>
<br>
Ernest Rutherford Building,<br>
3600 Rue University, Montreal, QC<br>
<br>
<a href="mailto:jimgeach@physics.mcgill.ca">jimgeach@physics.mcgill.ca</a><br>
514-398-1449<br>
<a href="http://www.physics.mcgill.ca/%7Ejimgeach" target="_blank">http://www.physics.mcgill.ca/~jimgeach</a><br>
<br>
<br>
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