teem-miter(1)

πŸ’– teem-miter(1) β€” User Commands πŸ’–

okay bestie, sit down, hydrate, because today we're talking about teem-miter, a simple but effective little volume renderer πŸŽ€ and honestly? it ate. this whole page is literally the manual page for it, so let's get into it ✨


🌸 NAME 🌸

teem-miter β€” a simple but effective little volume renderer πŸ¦‹


✨ SYNOPSIS ✨

teem-miter [@file ...] [-i <nsin>] [-vi <nvin>] [-ti <ntin>]
           -txf <nin ...> -fr <eye pos> [-at <at pos>] [-up <up dir>] [-rh] [-or]
           -dn <near> -di <image> -df <far> [-ar] [-ur <uMin uMax>] [-vr <vMin vMax>]
           [-fv <field of view>] [-offfr] [-ffr <fake from>] [-turn <angle>]
           [-am <ambient>] [-ld <light pos>] [-is <image size>] [-iss <scale>]
           [-ads <ka kd ks>] [-sp <spec pow>] [-k00 <kernel>] [-k11 <kernel>]
           [-k22 <kernel>] [-ss <shading spec>] [-ns <normal spec>] [-side <normal side>]
           [-rn] [-gmc <min gradmag>] [-step <size>] [-ref <size>] [-vp <verbose pixel>]
           [-n1 <near1>] [-nt <# threads>] -o <filename>

πŸ’… DESCRIPTION πŸ’…

bestie. this is a renderer. it renders volumes. it's simple, it's effective, and it's little. the way that it just does that? obsessed. πŸ”₯


πŸ‘‘ OPTIONS πŸ‘‘

like, there's a LOT, and every single one of them matters, so we're not skipping a single one, periodt. πŸ’–

  • @file ... β€” response file(s) containing command-line arguments πŸ“„
  • -i <nsin> β€” input scalar volume to render (nrrd); default: ""
  • -vi <nvin> β€” input vector volume to render (nrrd); default: ""
  • -ti <ntin> β€” input tensor volume to render (nrrd); default: ""
  • -txf <nin ...> β€” one or more transfer functions (1 or more nrrds) ✨
  • -fr <eye pos> β€” camera eye point (3 doubles) πŸ‘€
  • -at <at pos> β€” camera look-at point (3 doubles); default: "0 0 0"
  • -up <up dir> β€” camera pseudo-up vector (3 doubles); default: "0 0 1"
  • -rh β€” use a right-handed UVN frame (V points down)
  • -or β€” orthogonal (not perspective) projection
  • -dn <near> β€” distance to near clipping plane (double)
  • -di <image> β€” distance to image plane (double)
  • -df <far> β€” distance to far clipping plane (double)
  • -ar β€” near, image, and far plane distances are relative to the at point, instead of the eye point
  • -ur <uMin uMax> β€” range in U direction of image plane (2 doubles)
  • -vr <vMin vMax> β€” range in V direction of image plane (2 doubles)
  • -fv <field of view> β€” angle (in degrees) vertically subtended by view window (double); default: "20"
  • -offfr β€” the given eye point ("-fr") is to be interpreted as an offset from the at point.
  • -ffr <fake from> β€” eye point to use for view-dependent transfer functions. By default (not using this option), the point used is the normally specified camera eye point. (3 doubles)
  • -turn <angle> β€” angle (degrees) by which to rotate the from point around true up, for making stereo pairs. Positive means move towards positive U (the right) (double); default: "0.0"
  • -am <ambient> β€” ambient light color (3 floats); default: "1 1 1"
  • -ld <light pos> β€” view space light position (extended to infinity) (3 floats); default: "0 0 -1"
  • -is <image size> β€” image dimensions (2 ints); default: "256 256"
  • -iss <scale> β€” scaling of image size (from "is") (float); default: "1.0"
  • -ads <ka kd ks> β€” phong components (3 floats); default: "0.1 0.6 0.3"
  • -sp <spec pow> β€” phong specular power (double); default: "30"
  • -k00 <kernel> β€” value reconstruction kernel (kernel specification); default: "tent"
  • -k11 <kernel> β€” first derivative kernel (kernel specification); default: "cubicd:1,0"
  • -k22 <kernel> β€” second derivative kernel (kernel specification); default: "cubicdd:1,0"
  • -ss <shading spec> β€” how to do shading (string); default: "phong:gage(scalar:n)"
  • -ns <normal spec> β€” "normal" to use for those miteVal's that need one (string); default: ""
  • -side <normal side> β€” how to interpret gradients as normals:
    • "1": normal points to lower values (higher == more "inside")
    • "0": "two-sided": dot-products are abs()
    • "-1": normal points to higher values (lower == more "inside")
    • (int) default: "1"
  • -rn β€” renormalize kernel weights at each new sample location. "Accurate" kernels don't need this; doing it always makes things go slower 🐌
  • -gmc <min gradmag> β€” For curvature-based transfer functions, set curvature to zero when gradient magnitude is below this (double); default: "0.0"
  • -step <size> β€” step size along ray in world space (double); default: "0.01"
  • -ref <size> β€” "reference" step size (world space) for doing opacity correction in compositing (double); default: "0.01"
  • -vp <verbose pixel> β€” pixel for which to turn on verbose messages (2 ints); default: "-1 -1"
  • -n1 <near1> β€” opacity close enough to 1.0 to terminate ray (double); default: "0.99"
  • -nt <# threads> β€” number of threads hoover should use (int); default: "1"
  • -o <filename> β€” file to write output nrrd to (string) πŸ’Ύ

🫢 SEE ALSO 🫢

The full documentation for teem-miter is maintained as a Texinfo manual. If the info and teem-miter programs are properly installed at your site, the command

info teem-miter

should give you access to the complete manual. πŸ“š


and that's the whole page, bestie!! 🌈 you're literally a volume-rendering main character now, no cap. iykyk πŸ’œ

version 1.10.0 ✨ β€” dated December 10, 2008 πŸŽ€ β€” mwah, slay, bye πŸ¦‹πŸ’…

πŸ“¦ where this page comes from