This effect has been achieved using a smart setup of 4 cameras and custom shaders writing to depth buffer only. Neither stencil buffer not render textures have been used as they are unavailable in the free version of Unity3D. This technique allows also for perfect rendering of mirrors and water reflections. Hopefully a tutorial will be coming soon. Cheers!
There’s plenty of medical image format viewers and brain viewers in particular, however there seemed to be a niche for a small, efficient brain connectivity viewer having all the necessary features for comprehensive and appealing presentation of dynamic causal modelling results, resting-state connectivity or statistical longitudinal coupling (novel work by one of my lab colleagues). Therefore, with enormous help of the VTK library, I decided to create BCV (Brain Connectivity Viewer – a play on the acronym BCV (Banque Cantonale Vaudois – my local bank 😉 ). It ended up being a bit bloated by the presence of VTK but at the same time it turned out as surprisingly complete. It supports:
– Nifti images with different data types – signed/unsigned 8,16,32,64-bit integers, single and double precision floating-point numbers
– Volumetric rendering of 8-bit and 16-bit unsigned integer Nifti files
– Color/transparency transfer function
– Marching cubes for rendering multiple surface images
– Rendering connections either between user-specified atlas regions or real-world coordinates
– Stereo rendering (all modes supported by VTK – anaglyph, checkerboard, crystaleyes, dresden, interlaced, red/blue, horizontal split)
– Customizable connection width, color, selection color
– Customizable surface color and smoothing factor
I wish you enjoy it in your research work and/or education. It works perfectly with images generated by SPM8.
Note: If there’s a .txt file with the same name stem as the atlas you’re using next to it and it has the following format:
1 Precentral_L 2 Precentral_R 3 Frontal_Sup_L 4 Frontal_Sup_R 5 Frontal_Sup_Orb_L 6 Frontal_Sup_Orb_R ... etc ...
those names on the right will appear in the list of connections instead of region numbers. If there’s no atlas at all, real world coordinates in [mm] will appear.
Finally, the time has come to release my first more or less complete computer game in quite some time. GraviBall started as a small experiment with custom gravity in Unity3D and quickly grew to be a space arcade with SMG-like feeling. At the moment, it has six levels so it will not take too much of your time and you will have the opportunity to appreciate the novelties and fine touches in all of them.
I created all of the models and textures myself using Blender. For the fractal flames which are used to represent far-away galaxies in the game I used Qosmic fractal flame editor. GIMP and Inkscape were most helpful when making small adjustments and designing the HUD.
I took most of the music from http://www.jamendo.com/ and 3 tracks from http://ccmixter.org/. The music is licensed under Creative Commons or other free for non-commercial use licenses. You will find names of the tracks and artists in the attached CREDITS.txt file and in the Youtube video. I would like to express my gratitude to them for making their creations freely available.
Using the above-mentioned arsenal of completely free tools and media, I was able to create a game that is original and fun to play. I hope you will share my sentiment : ) Enjoy!
A small Unity3D game I started creating recently. Features custom character controller and several interesting transparent materials. It will get more fascinating as I come up with new ideas to employ the non-orthodox game physics. Game created in Unity Indie. All geometry and textures were created in Blender.