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MRIcroGL

Notes

General Comments The visible human project (included with MRIcroGL)

  • MRIcroGL requires a graphics card and driver that can support large 3D textures. It will not run on all computers, and it will run slowly on older computers. The framerates are interactive for all modern computers (e.g. even the integrated Intel Sandy Bridge GPUs released in 2011 provide good speed, whereas modern GeForce and Radeon cards are much faster).
  • To reset the default settings, hold down the ‘shift’ key when you launch the program (or the ‘control’ key if you are using Linux).

Windows                           

  •  MRIcroGL works well with virtually all modern GeForce and Radeon cards in Windows. It also works with the integrated graphics built into modern (since 2011) AMD and Intel CPUs. See the troubleshooting page if you have problems.

Linux

  • MRIcroGL works fine with modern GeForce graphics cards (I suggest using the Nvidia drivers, as of 2015 the Nouveau drivers are slow and sometimes suffer artifacts). The current (2015) AMD Radeon graphics drivers for Linux also work well. Intel drivers appear to support volumes up to 256 voxels in any dimension. See the troubleshooting page if you have problems. 

OSX Macintosh

  • MRIcroGL requires an Intel-based Macintosh with OSX 10.4 or later.
  • Computers with Intel-based graphics cards (some MacBooks, MacBook Airs, Mac Minis) may have problems if they are running OSX 10.6.7-10.7, though they will run with 10.6.6 or earlier and 10.8 and later. See the troubleshooting page for details.
  • MRIcroGL requires a graphics card that can handle large 3D textures. See the troubleshooting page if you have problems.
  • With OSX 10.9 and later you may need to allow this program to run using using the Security & Privacy System Preferences.                                                                                                                                      

Advanced notes                                               

  • Need help? See the troubleshooting page.                                               
  • The drawing web page describes how to create regions of interest.
  • The gradients web page includes a couple of plug-in shaders for MRIcroGL that illustrate how the surface of objects is computed.
  • The object extraction page explains how to clean up noisy images.
  • See the NITRC MRIcroGL Wiki for additonal tips.
  • The GLSL shaders page describes illumination and special effects.
  • The beta features page describes new and largely untested features.
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