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tend-glyph - Man Page

generate postscript or ray-traced renderings of 3D glyphs

Synopsis

tend glyph [@file ...] [-rt] [-v <level>] [-ctr <conf thresh>] [-a <aniso>] [-atr <aniso thresh>] [-p <pos array>] [-m <mask vol>] [-mtr <mask thresh>] [-g <glyph shape>] [-sh <sharpness>] [-gsc <scale>] [-c <evector #>] [-sat <saturation>] [-ga <aniso>] [-am <aniso mod>] [-gg <gray>] [-gam <gamma>] [-emap <env map>] [-adsp <phong>] [-bg <background>] [-ec <edge rgb>] [-slc <axis pos>] [-si <slice image>] [-off <slice offset>] [-sg <slice gamma>] [-sb <slice bias>] -fr <from point> [-at <at point>] [-up <up vector>] [-rh] [-dn <near clip>] [-df <far clip>] [-or] [-ur <uMin uMax>] [-vr <vMin vMax>] [-fv <fov>] [-gr <glyph res>] [-wd <3 widths>] [-psc <scale>] [-ca <angle>] [-nobg] [-concave] [-is <nx ny>] [-ns <# samp>] [-nt <# threads>] [-al <B U V N E>] [-ao] [-shadow <s>] [-hack <hack>] [-i <nin>] [-o <nout>]

Description

Generate postscript or ray-traced renderings of 3D glyphs. Whether the output is postscript or a ray-traced image is controlled by the initial “-rt” flag (by default, the output is postscript). Because this is doing viz/graphics, many parameters need to be set. Use a response file to simplify giving the command-line options which aren’t changing between invocations. The postscript output is an EPS file, suitable for including as a figure in LaTeX, or viewing with ghostview, or distilling into PDF. The ray-traced output is a 5 channel (R,G,B,A,T) float nrrd, suitable for “unu crop -min 0 0 0 -max 2 M M” followed by “unu gamma” and/or “unu quantize -b 8”.

Options

@file ...

response file(s) containing command-line arguments

-rt

generate ray-traced output. By default (not using this option), postscript output is generated.

-v <level>

verbosity level (int) default: “0

-ctr <conf thresh>

Glyphs will be drawn only for tensors with confidence values greater than this threshold (float) default: “0.5

-a <aniso>

Which anisotropy metric to use for thresholding the data points to be drawn; default: “fa

-p <pos array>

Instead of being on a grid, tensors are at arbitrary locations, as defined by this 3-by-N array of floats. Doing this makes various other options moot; default: “”

-m <mask vol>

Scalar volume (if any) for masking region in which glyphs are drawn, in conjunction with “-mtr” flag; default: “”

-mtr <mask thresh>

Glyphs will be drawn only for tensors with mask value greater than this threshold (float) default: “0.5

-g <glyph shape>

shape of glyph to use for display. Possibilities include “box”, “sphere”, “cylinder”, and “superquad”; default: “box

-sh <sharpness>

for superquadric glyphs, how much to sharp edges form as a function of differences between eigenvalues. Higher values mean that edges form more easily (float) default: “3.0

-gsc <scale>

over-all glyph size in world-space (float) default: “0.01

-c <evector #>

which eigenvector should determine coloring. (formally “v”) “0”, “1”, “2”, are principal, medium, and minor (int) default: “0

-sat <saturation>

maximal saturation to use on glyph colors (use 0.0 to create a black and white image) (float) default: “1.0

-ga <aniso>

Which anisotropy metric to use for modulating the saturation of the glyph color; default: “fa

-am <aniso mod>

How much to modulate glyph color saturation by anisotropy (as chosen by “-ga”. If 1.0, then glyphs for zero anisotropy data points will have no hue. (float) default: “0.0

-gg <gray>

desaturating glyph color due to low anisotropy tends towards this gray level (float) default: “1.0

-gam <gamma>

gamma to use on color components (after saturation) (float) default: “0.7

-emap <env map>

environment map to use for shading glyphs. By default, there is no shading; default: “”

-adsp <phong>

phong ambient, diffuse, specular components, and specular power (4 floats); default: “0 1 0 30

-bg <background>

background RGB color; each component in range [0.0,1.0] (3 floats); default: “1 1 1

-ec <edge rgb>

edge RGB color; each component in range [0.0,1.0] (3 floats); default: “0 0 0

-slc <axis pos>

For showing a gray-scale slice of anisotropy: the axis and position along which to slice. Use “-1 -1” to signify that no slice should be shown (2 ints); default: “-1 -1

-si <slice image>

Instead of showing a slice of the anisotropy used to cull glyphs, show something else; default: “”

-off <slice offset>

Offset from slice position to render slice at (so that it doesn’t occlude glyphs). (float) default: “0.0

-sg <slice gamma>

Gamma to apply to values on slice. (float) default: “1.7

-sb <slice bias>

amount by which to bump up slice gray values prior to gamma. (float) default: “0.05

-fr <from point>

position of camera, used to determine view vector (3 doubles)

-at <at point>

camera look-at point, used to determine view vector (3 doubles)

-up <up vector>

camera pseudo-up vector, used to determine view coordinates (3 doubles); default: “0 0 1

-rh

use a right-handed UVN frame (V points down)

-dn <near clip>

position of near clipping plane, relative to look-at point (double); default: “-2

-df <far clip>

position of far clipping plane, relative to look-at point (double); default: “2

-or

use orthogonal projection

-ur <uMin uMax>

range in U direction of image plane (2 doubles); default: “-1 1

-vr <vMin vMax>

range in V direction of image plane (2 doubles); default: “-1 1

-fv <fov>

if not NaN, vertical field-of-view, in degrees (double)

-gr <glyph res>

postscript only

resolution of polygonalization of glyphs (all glyphs other than the default box) (int); default: “10

-wd <3 widths>

postscript only

width of edges drawn for three kinds of glyph edges: silohuette, crease, non-crease (3 floats); default: “0.8 0.4 0.0

-psc <scale>

postscript only

scaling from screen space units to postscript units (in points) (float); default: “300

-ca <angle>

postscript only

minimum crease angle (float); default: “70

-nobg

postscript only

don’t initially fill with background color

-concave

use slightly buggy rendering method suitable for concave or self-occluding objects

-is <nx ny>

ray-traced only

image size (resolution) to render (2 ints); default: “256 256

-ns <# samp>

ray-traced only

number of samples per pixel (must be a square number) (int); default: “4

-nt <# threads>

ray-traced only

number of threads to be used for rendering (int); default: “1

-al <B U V N E>

ray-traced only

brightness (B), view-space location (U V N), and length of edge (E) of a square area light source, for getting soft shadows. Requires lots more samples “-ns” to converge. Use brightness 0 (the default) to turn this off, and use environment map-based shading (“-emap”) instead. (5 floats); default: “0 -1 -1 -4 0.7

-ao

set up 6 area lights in a box to approximate ambient occlusion

-shadow <s>

the extent to which shadowing occurs (float); default: “1.0

-hack <hack>

don’t mind me (string)

-i <nin>

input diffusion tensor volume; default: “-

-o <nout>

output file (string) default: “-

See Also

tend(1)

Referenced By

tend(1).

April 2021