MedX3D  1.4.0
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Class List
Here are the classes, structs, unions and interfaces with brief descriptions:
[detail level 1234]
oNH3D
|oNTypedFieldTypeCheck
|oNX3D
||\NConvert
|oCBlendedVolumeStyleThe BlendedVolumeStyle combines the rendering of two voxel data sets into one by blending the values according to a weight function
|oCBoundaryEnhancementVolumeStyleProvides boundary enhancement for the volume rendering style
|oCCartoonVolumeStyleUses the cartoon-style nonphotorealistic rendering of the volume
|oCComposedVolumeStyleA rendering style node that allows compositing multiple styles together into a single rendering pass
|oCEdgeEnhancementVolumeStyleProvides edge enhancement for the volume rendering style
|oCFrameBufferTextureThis texture node transfers the current OpenGL depth buffer or color buffer to a texture
|oCH3DVolumeRendererNodeThis abstract node type is the base type for nodes that implement volume rendering algorithms
||\CRendererShaderInfoStruct to group together all shader parameters that are required for each volume it is being used for
|oCISOSurfaceVolumeDataDefines a dataset of isosurfaces in the volume data,
|oCMarchingCubesThe MarchingCubes geometry is a node for generating an triangle-mesh iso-surface from a volume data set and an iso-value
||oCOctTreeNodeDefines a tree structure for voxel space partitioning where each node is has 8 children dividing the space it contains
||oCSFBoundSpecialized to update its Bound from the voxel data routed to it
||\CSFOctTreeField class that updates its internal oct tree and marching cubes triangles according to changes in volume data and iso value
|| oCTransferDataStructure for transferring triangles back when new triangles have been calculated in separate thread
|| \CUpdateDataStructure for transfering data to separate thread to calculate new triangles if thread mode is used
|oCMIPVolumeStyleThe Maximum Intensity Projection (MIP) volume style uses the voxel data directly to generate output colour based on the maximum and minimum values of voxel data along the viewing rays from the eye point
||\CDefaultTransferFunctionField that contains the default transfer function
|oCMultiVolumeRayCasterThe MultiVolumeRayCaster node implements GPU-based ray casting volume rendering
||\CRebuildShaderSpecialized field that rebuilds the shader when it updates
|oCOctTreeAllows for the definition of multiresolution data sets that resolve using octants of volume
||\CSFBoundSFBound is specialized to update from the SFBound fields routed to it
|oCOpacityMapVolumeStyleRenders the volume using the opacity mapped to a transfer function texture
||oCDefaultTransferFunctionField that contains the default transfer function
||\CSFPreIntegratedTextureNodeField that calculates a 2D texture containing the pre-integrated values of the transfer function
|oCProjectionVolumeStyleThe ProjectionVolumeStyle volume style node uses the voxel data directly to generate output colour based on the values of voxel data along the viewing rays from the eye point
||\CDefaultTransferFunctionField that contains the default transfer function
|oCRayCasterThe RayCaster node implements GPU-based ray casting volume rendering
||\CRebuildShaderSpecialized field that rebuilds the shader when it updates
|oCSegmentedVolumeDataDefines a segmented volume data set that allows for representation of different rendering styles for each segment identifier
|oCShadedVolumeStyleThe shaded volume style applies traditional local illumination model that is used in polygonal rendering to volume rendering
||\CSFMaterialNodeSpecializing SFMaterialNode to rebuild shader when the material node is changed(but not when the field values in the contained X3DMateralNode are changed)
|oCSilhouetteEnhancementVolumeStyleProvides silhouette enhancement for the volume rendering style
|oCSliceRendererThe SliceRenderer node implements 3D texture based view-aligned slices volume rendering
|oCToneMappedVolumeStyleRenders the volume using the Gooch shading model of two-toned warm/cool colouring
|oCVolumeDataDefines the volume information to be used on a simple non-segmented volumetric description that uses a single rendering style node for the complete volume
|oCVolumeGradientComputes the gradient of the input volume image and stores it as RGBA components in the output image
|oCWindowFunctionTextureThe WindowFunctionTexture node is basically a filter texture
||\CSFImageSFImage is overridden to update the value from the url and imageLoader fields of the ImageTexture
|oCX3DComposableVolumeRenderStyleNodeThis abstract node type is the base type for all node types that allow rendering styles to be sequentially composed together to form a single renderable output
|oCX3DVolumeNodeThis abstract node type is the base type for all node types that describe volumetric data to be rendered
||oCRebuildShaderSpecialized field that rebuilds the shader when it updates
||oCSFBoundBound is updated from the dimensions field
||oCSFEmptySpaceClassificationTexture2DField that calculates a 2D texture depending on current transfer function/render style where the value at tex coord s and t is 0 if all alpha values in the range s(min) to t(max) (after applying transfer function) 0 and 1 otherwise
||oCSFEmptySpaceMinMaxTexture3DField that calculates a 2-component 3D texture representing a subdivision of the volume data where the 2 components in each voxel is the minimum and maximum scalar value of voxels
||oCSFFilterKernelTextureField that calculates a texture of pre-calcualted vales of the h and g functions used in filtering(see e.g
||oCSFVolumeRendererNodeSFVolumeRendererNode field is specialized to call addVolume/removeVolume on the contained H3DVolumeRendererNode that is added to it
||oCSurfaceNormalsField for automatically computing surface normals from the voxels field routes_in[0] is the voxels field value is the surface normals
||oCUpdateDimensionsField that updates dimensions, texture matrices, and ray step routes_in[0] is the voxels field value is the dimensions
||\CUseSlicingFieldThe UseSlicingField is specialized to change between a RayCaster or SliceRenderer instance in the renderer field when the useSlicing value is changed
|\CX3DVolumeRenderStyleNodeThis abstract node type is the base type for all node types which specify a specific visual rendering style to be used
oNH3DUtil
|oNArithmeticTypes
|oNConstants
|\NException
\NHAPI
 oNCollision
 \NConstants