Skip to content

volume

MakieCore.volume Function
julia
volume(volume_data)
volume(x, y, z, volume_data)

Plots a volume with optional physical dimensions x, y, z.

All volume plots are derived from casting rays for each drawn pixel. These rays intersect with the volume data to derive some color, usually based on the given colormap. How exactly the color is derived depends on the algorithm used.

Plot type

The plot type alias for the volume function is Volume.

source

Examples

Value based Algorithms (:absorption, :mip, :iso, counter)

Value based algorithms samples sample the colormap using values from volume data.

julia
using GLMakie
r = LinRange(-1, 1, 100)
cube = [(x.^2 + y.^2 + z.^2) for x = r, y = r, z = r]
contour(cube, alpha=0.5)
julia
cube_with_holes = cube .* (cube .> 1.4)
volume(cube_with_holes, algorithm = :iso, isorange = 0.05, isovalue = 1.7)
julia
using GLMakie
using NIfTI
brain = niread(Makie.assetpath("brain.nii.gz")).raw
mini, maxi = extrema(brain)
normed = Float32.((brain .- mini) ./ (maxi - mini))

fig = Figure(size=(1000, 450))
# Make a colormap, with the first value being transparent
colormap = to_colormap(:plasma)
colormap[1] = RGBAf(0,0,0,0)
volume(fig[1, 1], normed, algorithm = :absorption, absorption=4f0, colormap=colormap, axis=(type=Axis3, title = "Absorption"))
volume(fig[1, 2], normed, algorithm = :mip, colormap=colormap, axis=(type=Axis3, title="Maximum Intensity Projection"))
fig

RGB(A) Algorithms (:absorptionrgba, :additive)

RGBA algorithms sample colors directly from the given volume data. If the data contains less than 4 dimensions the remaining dimensions are filled with 0 for the green and blue channel and 1 for the alpha channel.

julia
using GLMakie
using LinearAlgebra
# Signed distance field for a chain Link (generates distance values from the
# surface of the shape with negative values being inside)
# based on https://iquilezles.org/articles/distfunctions/ "Link"
# (x,y,z) sample position, length between ends, shape radius, tube radius
function sdf(x, y, z, le, r1, r2)
    x, y, z = Vec3f(x, max(abs(y) - le, 0.0), z);
    return norm(Vec2f(sqrt(x*x + y*y) - r1, z)) - r2;
end

r = range(-5, 5, length=31)
data = map([(x,y,z) for x in r, y in r, z in r]) do (x,y,z)
    r = max(-sdf(x,y,z, 1.5, 2, 1), 0)
    g = max(-sdf(y,z,x, 1.5, 2, 1), 0)
    b = max(-sdf(z,x,y, 1.5, 2, 1), 0)
    # RGBAf(1+r, 1+g, 1+b, max(r, g, b) - 0.1)
    RGBAf(r, g, b, max(r, g, b))
end

f = Figure(backgroundcolor = :black, size = (700, 400))
volume(f[1, 1], data, algorithm = :absorptionrgba, absorption = 20)
volume(f[1, 2], data, algorithm = :additive)
f

Indexing Algorithms (:indexedabsorption)

Indexing Algorithms interpret the value read from volume data as an index into the colormap. So effectively it reads idx = round(Int, get(data, sample_pos)) and uses colormap[idx] as the color of the sample. Note that you can still use float data here, and without interpolate = false it will be interpolated.

julia
using GLMakie
r = -5:5
data = map([(x,y,z) for x in r, y in r, z in r]) do (x,y,z)
    1 + min(abs(x), abs(y), abs(z))
end
colormap = [:red, :transparent, :transparent, RGBAf(0,1,0,0.5), :transparent, :blue]
volume(data, algorithm = :indexedabsorption, colormap = colormap,
    interpolate = false, absorption = 5)

Attributes

absorption

Defaults to 1.0

Absorption multiplier for algorithm = :absorption, :absorptionrgba and :indexedabsorption. This changes how much light each voxel absorbs.

algorithm

Defaults to :mip

Sets the volume algorithm that is used. Available algorithms are:

  • :iso: Shows an isovalue surface within the given float data. For this only samples within isovalue - isorange .. isovalue + isorange are included in the final color of a pixel.

  • :absorption: Accumulates color based on the float values sampled from volume data. At each ray step (starting from the front) a value is sampled from the volume data and then used to sample the colormap. The resulting color is weighted by the ray step size and blended the previously accumulated color. The weight of each step can be adjusted with the multiplicative absorption attribute.

  • :mip: Shows the maximum intensity projection of the given float data. This derives the color of a pixel from the largest value sampled from the respective ray.

  • :absorptionrgba: This algorithm matches :absorption, but samples colors directly from RGBA volume data. For each ray step a color is sampled from the data, weighted by the ray step size and blended with the previously accumulated color. Also considers absorption.

  • :additive: Accumulates colors using accumulated_color = 1 - (1 - accumulated_color) * (1 - sampled_color) where sampled_color is a sample of volume data at the current ray step.

  • :indexedabsorption: This algorithm acts the same as :absorption, but interprets the volume data as indices. They are used as direct indices to the colormap. Also considers absorption.

alpha

Defaults to 1.0

The alpha value of the colormap or color attribute. Multiple alphas like in plot(alpha=0.2, color=(:red, 0.5), will get multiplied.

backlight

Defaults to 0.0

Sets a weight for secondary light calculation with inverted normals.

clip_planes

Defaults to automatic

Clip planes offer a way to do clipping in 3D space. You can set a Vector of up to 8 Plane3f planes here, behind which plots will be clipped (i.e. become invisible). By default clip planes are inherited from the parent plot or scene. You can remove parent clip_planes by passing Plane3f[].

colormap

Defaults to @inherit colormap :viridis

Sets the colormap that is sampled for numeric colors. PlotUtils.cgrad(...), Makie.Reverse(any_colormap) can be used as well, or any symbol from ColorBrewer or PlotUtils. To see all available color gradients, you can call Makie.available_gradients().

colorrange

Defaults to automatic

The values representing the start and end points of colormap.

colorscale

Defaults to identity

The color transform function. Can be any function, but only works well together with Colorbar for identity, log, log2, log10, sqrt, logit, Makie.pseudolog10 and Makie.Symlog10.

depth_shift

Defaults to 0.0

adjusts the depth value of a plot after all other transformations, i.e. in clip space, where 0 <= depth <= 1. This only applies to GLMakie and WGLMakie and can be used to adjust render order (like a tunable overdraw).

diffuse

Defaults to 1.0

Sets how strongly the red, green and blue channel react to diffuse (scattered) light.

enable_depth

Defaults to true

Enables depth write for :iso so that volume correctly occludes other objects.

fxaa

Defaults to true

adjusts whether the plot is rendered with fxaa (anti-aliasing, GLMakie only).

highclip

Defaults to automatic

The color for any value above the colorrange.

inspectable

Defaults to true

sets whether this plot should be seen by DataInspector.

inspector_clear

Defaults to automatic

Sets a callback function (inspector, plot) -> ... for cleaning up custom indicators in DataInspector.

inspector_hover

Defaults to automatic

Sets a callback function (inspector, plot, index) -> ... which replaces the default show_data methods.

inspector_label

Defaults to automatic

Sets a callback function (plot, index, position) -> string which replaces the default label generated by DataInspector.

interpolate

Defaults to true

Sets whether the volume data should be sampled with interpolation.

isorange

Defaults to 0.05

Sets the maximum accepted distance from the isovalue for the :iso algorithm. accepted = isovalue - isorange < value < isovalue + isorange

isovalue

Defaults to 0.5

Sets the target value for the :iso algorithm. accepted = isovalue - isorange < value < isovalue + isorange

lowclip

Defaults to automatic

The color for any value below the colorrange.

material

Defaults to nothing

RPRMakie only attribute to set complex RadeonProRender materials. Warning, how to set an RPR material may change and other backends will ignore this attribute

model

Defaults to automatic

Sets a model matrix for the plot. This overrides adjustments made with translate!, rotate! and scale!.

nan_color

Defaults to :transparent

The color for NaN values.

overdraw

Defaults to false

Controls if the plot will draw over other plots. This specifically means ignoring depth checks in GL backends

shading

Defaults to automatic

Sets the lighting algorithm used. Options are NoShading (no lighting), FastShading (AmbientLight + PointLight) or MultiLightShading (Multiple lights, GLMakie only). Note that this does not affect RPRMakie.

shininess

Defaults to 32.0

Sets how sharp the reflection is.

space

Defaults to :data

sets the transformation space for box encompassing the plot. See Makie.spaces() for possible inputs.

specular

Defaults to 0.2

Sets how strongly the object reflects light in the red, green and blue channels.

ssao

Defaults to false

Adjusts whether the plot is rendered with ssao (screen space ambient occlusion). Note that this only makes sense in 3D plots and is only applicable with fxaa = true.

transformation

Defaults to automatic

No docs available.

transparency

Defaults to false

Adjusts how the plot deals with transparency. In GLMakie transparency = true results in using Order Independent Transparency.

visible

Defaults to true

Controls whether the plot will be rendered or not.