Coder Social home page Coder Social logo

randomwangran / f3d Goto Github PK

View Code? Open in Web Editor NEW

This project forked from f3d-app/f3d

0.0 1.0 0.0 6.79 MB

A fast and minimalist 3D viewer. This is a mirror of the https://gitlab.kitware.com/f3d/f3d/ repository in order to host a page. DO NOT SUBMIT PR HERE.

Home Page: https://kitware.github.io/F3D/

License: BSD 3-Clause "New" or "Revised" License

CMake 8.07% Game Maker Language 0.05% Roff 0.05% Shell 0.35% C++ 91.03% Objective-C++ 0.43%

f3d's Introduction

F3D Logo

F3D - Fast and minimalist 3D viewer

By Kitware SAS, 2019

F3D (pronounced /fɛd/) is a VTK-based 3D viewer following the KISS principle, so it is minimalist, efficient, has no GUI, has simple interaction mechanisms and is fully controllable using arguments in the command line.

It is open-source and cross-platform (tested on Windows, Linux, and macOS). It supports a range of file formats, rendering and texturing options.

F3D Demo A typical render by F3D

Installation

You can find the release binary packages for Windows, Linux, and OSX on the Release page. Alternatively, you can build it yourself, following the build guide.

How to use

There is mainly three ways to use F3D.

  • By running F3D from a terminal with command-line options.
  • By running F3D directly and then using drag&drop files into it to open them.
  • By using F3D as an "Open with" program with specific file types.

Build

Dependencies

  • CMake >= 3.1 .
  • VTK >= 9.0.0 (optionally with raytracing capabilities to enable OSPray rendering).
  • A C++11 compiler.
  • A CMake-compatible build system (Visual Studio, XCode, Ninja, Make...).

Configuration and building

Set the following CMake options:

  • VTK_DIR: Point to a build or install directory of VTK.
  • BUILD_TESTING: Optionally, enable the tests.
  • MACOSX_BUILD_BUNDLE: On macOS, build a .app bundle.
  • WINDOWS_BUILD_WIN32: On Windows, build a Win32 application (without console).

Then build the software using your build system.

File formats

Here is the list of supported file formats:

  • .vtk : the legacy VTK format
  • .vt[p|u|r|i|s|m] : XML based VTK formats
  • .ply : Polygon File format
  • .stl : Standard Triangle Language format
  • .dcm : DICOM file format
  • .nrrd/.nhrd : "nearly raw raster data" file format
  • .mhd/.mha : MetaHeader MetaIO file format
  • .tif/.tiff : TIFF 2D/3D file format
  • .ex2/.e/.exo/.g : Exodus 2 file format
  • .gml : CityGML file format
  • .pts : Point Cloud file format
  • .obj : Wavefront OBJ file format (full scene)
  • .gltf/.glb : GL Transmission Format (full scene)
  • .3ds : Autodesk 3DS Max file format (full scene)
  • .wrl : VRML file format (full scene)

Scene construction

The full scene formats (gltf/glb, 3ds, wrl, obj) contain not only geometry, but also scene information like lights, cameras, actors in the scene and textures properties. By default, all this information will be loaded from the file and displayed. For file formats that do not support it, a default scene will be provided.

Options

Generic Options

Options Description
--input=<file> The input file or files to read, can also be provided as a positional argument.
--output=<png file> Instead of showing a render view and render into it, render directly into a png file.
--no-background Output file is saved with a transparent background.
-h, --help Print help.
--verbose Enable verbose mode.
--no-render Verbose mode without any rendering for the first provided file, to recover information about a file.
--version Show version information.
-x, --axis Show axes as a trihedron in the scene.
-g, --grid Show a grid aligned with the XZ plane.
-e, --edges Show the cell edges.
-k, --trackball Enable trackball interaction.
--progress Show a progress bar when loading the file.
--up Define the Up direction (default: +Y)
--animation-index Selection the animation to show.
Any negative value means all animations.
The default scene always has a single animation if any.
--geometry-only For certain full scene file formats (gltf/glb and obj),
reads only the geometry from the file and use default scene construction instead.
--dry-run Do not read the configuration file but consider only the command line options

Material options

Options Default Description
-o, --point-sprites Show sphere points sprites instead of the geometry.
--point-size 10.0 Set the size of points when showing vertices and point sprites.
--line-width 1.0 Set the width of lines when showing edges.
--color=<R,G,B> 1.0, 1.0, 1.0 Set a color on the geometry.
This only makes sense when using the default scene.
--opacity=<opacity> 1.0 Set opacity on the geometry.
This only makes sense when using the default scene. Usually used with Depth Peeling option.
--roughness=<roughness> 0.3 Set the roughness coefficient on the geometry (0.0-1.0).
This only makes sense when using the default scene.
--metallic=<metallic> 0.0 Set the metallic coefficient on the geometry (0.0-1.0).
This only makes sense when using the default scene.
--hrdi=<file path> Set the HDRI image used to create the environment.
The environment act as a light source and is reflected on the material.
Valid file format are hdr, png, jpg, pnm, tiff, bmp.
--texture-base-color=<file path> Path to a texture file that sets the color of the object.
--texture-material=<file path> Path to a texture file that sets the Occlusion, Roughness and Metallic values of the object.
--texture-emissive=<file path> Path to a texture file that sets the emited light of the object.
--emissive-factor=<R,G,B> 1.0, 1.0, 1.0 Emissive factor. This value is multiplied with the emissive color when an emissive texture is present.
--texture-normal=<file path> Path to a texture file that sets the normal map of the object.
--normal-scale=<normal_scale> 1.0 Normal scale affects the strength of the normal deviation from the normal texture.

PostFX (OpenGL) options:

Options Description
-p, --depth-peeling Enable depth peeling. This is a technique used to correctly render translucent objects.
-q, --ssao Enable Screen-Space Ambient Occlusion. This is a technique used to improve the depth perception of the object.
-a, --fxaa Enable Fast Approximate Anti-Aliasing. This technique is used to reduce aliasing.
-t, --tone-mapping Enable generic filmic Tone Mapping Pass. This technique is used to map colors properly to the monitor colors.

Camera configuration options:

Options Description
--camera-position=<X,Y,Z> The position of the camera. Automaticaly computed or recovered from the file if not provided.
--camera-focal-point=<X,Y,Z> The focal point of the camera. Automaticaly computed or recovered from the file if not provided.
--camera-view-up=<X,Y,Z> The focal point of the camera. Will be orthogonalized even when provided. Automaticaly computed or recovered from the file if not provided.
--camera-view-angle=<angle> The view angle of the camera, non-zero value in degrees. Automaticaly computed or recovered from the file if not provided.

Raytracing options:

Options Default Description
-r, --raytracing Enable OSPRay raytracing. Requires OSPRay raytracing to be enabled in the linked VTK.
--samples=<samples> 5 The number of samples per pixel. It only makes sense with raytracing enabled.
-d, --denoise Denoise the image. It only makes sense with raytracing enabled.

Scientific visualization options:

Options Default Description
-s, --scalars=<array_name> Color by a specific scalar array present in the file. If no array_name is provided, one will be picked if any are available.
This only makes sense when using the default scene.
Use verbose to recover the usable array names.
--comp=<comp_index> -1 Specify the component from the scalar array to color with.
Use with the scalar option. -1 means magnitude. -2 means direct values.
When using direct values, components are used as L, LA, RGB, RGBA values depending on the number of components.
-c, --cells Specify that the scalar array is to be found on the cells instead of on the points.
Use with the scalar option.
--range=<min,max> Set a custom range for the coloring by the array.
Use with the scalar option.
-b, --bar Show scalar bar of the coloring by array.
Use with the scalar option.
--colormap=<color_list> Set a custom colormap for the coloring.
This is a list of colors in the format val1,red1,green1,blue1,...,valN,redN,greenN,blueN
where all values are in the range (0,1).
Use with the scalar option.
-v, --volume Enable volume rendering. It is only available for 3D image data (vti, dcm, nrrd, mhd files) and will display nothing with other default scene formats.
-i, --inverse Inverse the linear opacity function. Only makes sense with volume rendering.

Testing options:

Options Description
--ref=<png file> Reference image to compare with for testing purposes.
--ref-threshold=<threshold> Testing threshold to trigger a test failure or success.

Window options:

Options Default Description
--bg-color=<R,G,B> 0.2, 0.2, 0.2 Set the window background color.
Ignored if hdri is set.
--resolution=<width,height> 1000, 600 Set the window resolution.
-z, --fps Display a frame per second counter.
-n, --filename Display the name of the file.
-m, --metadata Display the metadata.
This only makes sense when using the default scene.
-f, --fullscreen Display in fullscreen.
-u, --blur-background Blur background.
This only makes sense when using a HDRI.

Rendering precedence

Some rendering options are not compatible between them, here is the precedence order if several are defined:

  • Raytracing (-r)
  • Volume (-v)
  • Point Sprites (-o)

Interaction

Simple interaction with the displayed data is possible directly within the window. It is as follows:

  • Click and drag with the left mouse button to rotate around the focal point of the camera.
  • Hold Shift then Click and drag horizontally with the right mouse button to rotate the HDRI.
  • Click and drag vertically with the right mouse button to zoom in/out.
  • Move the mouse wheel to zoom in/out.
  • Click and drag with the middle mouse button to translate the camera.
  • Drag and Drop a file or directory into the F3D window to load it

Some options can be toggled directly using interactions:

  • Press S key to toggle the coloration by scalar.
  • Press B key to toggle the display of the scalar bar, only when coloring with scalars.
  • Press P key to toggle depth peeling.
  • Press Q key to toggle Screen-Space Ambient Occlusion.
  • Press A key to toggle Fast Approximate Anti-Aliasing.
  • Press T key to toggle tone mapping.
  • Press E key to toggle the display of cell edges.
  • Press X key to toggle the trihedral axes display.
  • Press G key to toggle the XZ grid display.
  • Press N key to toggle the display of the file name.
  • Press M key to toggle the display of the metadata if exists.
  • Press Z key to toggle the display of the FPS counter.
  • Press R key to toggle raytracing.
  • Press D key to toggle the denoiser when raytracing.
  • Press V key to toggle volume rendering.
  • Press I key to toggle opacity function inversion during volume rendering.
  • Press O key to toggle point sprites rendering.
  • Press F key to toggle full screen.
  • Press U key to toggle background blur.
  • Press K key to toggle trackball interaction mode.

Other interactions are available:

  • Press H key to toggle the display of a cheat sheet showing all these hotkeys and their statuses.
  • Press ? key to dump camera state to the terminal.
  • Press ESC key to close the window and quit F3D.
  • Press ENTER key to reset the camera to its inital parameters.
  • Press SPACE key to play the animation if any.
  • Press LEFT to load the previous file if any.
  • Press RIGHT to load the next file if any.
  • Press UP to reload the current file.

Configuration file

All the command-line options can be controlled using a configuration file. This configuration file uses the "long" version of the options in a JSON formatted file to provide default values for these options.

These options can be organized by block using a regular expression for each block in order to provide different default values for the different filetypes.

Using a command-line option will override the corresponding value in the config file. A typical config file may look like this :

{
   ".*": {
       "resolution": "1200,800",
       "bg-color": "0.7,0.7,0.7",
       "color": "0.5,0.1,0.1",
       "fxaa": true,
       "timer": true,
       "progress": true,
       "axis": true,
       "bar": true,
       "verbose": true,
       "roughness": 0.2,
       "grid": true
   },
   ".*vt.": {
       "edges": true
   },
   ".*gl(tf|b)": {
       "raytracing": true,
       "denoise": true,
       "samples": 3
   },
   ".*mhd": {
       "volume": true
   }
}

This first block defines a basic configuration with many desired options for all files. The second block specifies that all files ending with vt., eg: vtk, vtp, vtu, ... will be shown with edges on. The third block specifies raytracing usage for .gltf and .glb files. The last block specifies that volume rendering should be used with .mhd files.

The configuration file possible locations depends on your operating system. They are considered in the below order and only the first found will be used.

  • Linux : /etc/f3d/config.json, [install_dir]/config.json, ${XDG_CONFIG_HOME}/.config/f3d/config.json, ~/.config/f3d/config.json
  • Windows : [install_dir]\config.json, %APPDATA%\f3d\config.json
  • MacOS : /etc/f3d/config.json, f3d.app/Contents/Resources/config.json, [install_dir]/config.json, ~/.config/f3d/config.json

If you are using our release, a default configuration file will be installed when installing F3D. On Linux, it will be installed in /etc/f3d/, on Windows, it will be installed in the install directory, on MacOS, it will be installed in the bundle.

Limitations

  • No support for specifying manual lighting in the default scene.
  • Drag&Drop does not work with Thunar file manager.
  • Pressing the z hotkey to display the FPS timer triggers a double render.
  • Multiblock (.vtm, .gml) support is partial, non-surfacic data will be converted into surfaces.
  • Animation support with full scene data format require VTK >= 9.0.20201016.

Troubleshootings

General

I have built F3D with raytracing support but the denoiser is not working.

Be sure that VTK has been built with OpenImageDenoise support (VTKOSPRAY_ENABLE_DENOISER option).

Windows

I use F3D in a VM, the application fails to launch

OpenGL applications like F3D can have issues when launched from a guest Windows because the access to the GPU is restricted.
You can try to use a software implementation of OpenGL, called Mesa.

  • Download the lastest release-msvc
  • copy x64/OpenGL32.dll and x64/libglapi.dll in the same folder as f3d.exe.
  • set the environment variable MESA_GL_VERSION_OVERRIDE to 4.5
  • run f3d.exe

f3d's People

Contributors

mwestphal avatar meakk avatar jpouderoux avatar hlngrandmontagne avatar caioaao avatar

Watchers

James Cloos avatar

Recommend Projects

  • React photo React

    A declarative, efficient, and flexible JavaScript library for building user interfaces.

  • Vue.js photo Vue.js

    🖖 Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.

  • Typescript photo Typescript

    TypeScript is a superset of JavaScript that compiles to clean JavaScript output.

  • TensorFlow photo TensorFlow

    An Open Source Machine Learning Framework for Everyone

  • Django photo Django

    The Web framework for perfectionists with deadlines.

  • D3 photo D3

    Bring data to life with SVG, Canvas and HTML. 📊📈🎉

Recommend Topics

  • javascript

    JavaScript (JS) is a lightweight interpreted programming language with first-class functions.

  • web

    Some thing interesting about web. New door for the world.

  • server

    A server is a program made to process requests and deliver data to clients.

  • Machine learning

    Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.

  • Game

    Some thing interesting about game, make everyone happy.

Recommend Org

  • Facebook photo Facebook

    We are working to build community through open source technology. NB: members must have two-factor auth.

  • Microsoft photo Microsoft

    Open source projects and samples from Microsoft.

  • Google photo Google

    Google ❤️ Open Source for everyone.

  • D3 photo D3

    Data-Driven Documents codes.