ogl_beamforming

Ultrasound Beamforming Implemented with OpenGL
git clone anongit@rnpnr.xyz:ogl_beamforming.git
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Commit: ac6590635db5ad0b8a21586a41d7da5fc541f938
Parent: c15223ae3e74bbe7eb98c77ae5be823134b8657a
Author: Randy Palamar
Date:   Thu,  5 Sep 2024 12:50:42 -0600

uforces: focal depth should always be 0

Setting the focal depth in a (u)FORCES reconstruction doesn't make
sense since on the recieve side we are focused everywhere.

Diffstat:
Mshaders/uforces.glsl | 7+++----
1 file changed, 3 insertions(+), 4 deletions(-)

diff --git a/shaders/uforces.glsl b/shaders/uforces.glsl @@ -96,7 +96,7 @@ void main() vec2 starting_dist = vec2(image_point.x - xdc_min_xy.x, image_point.z); float dx = xdc_size.x / float(dec_data_dim.y); - float dzsign = sign(image_point.z - focal_depth); + float dzsign = sign(image_point.z); /* NOTE: offset correcting for both pulse length and low pass filtering */ float time_correction = time_offset + lpf_order / sampling_frequency; @@ -108,9 +108,8 @@ void main() uint base_idx = (i - uforces) / 4; uint sub_idx = (i - uforces) % 4; - vec3 focal_point = vec3(uforces_channels[base_idx][sub_idx] * dx + xdc_min_xy.x, - 0, focal_depth); - float transmit_dist = focal_depth + dzsign * distance(image_point, focal_point); + vec3 focal_point = vec3(uforces_channels[base_idx][sub_idx] * dx + xdc_min_xy.x, 0, 0); + float transmit_dist = dzsign * distance(image_point, focal_point); vec2 rdist = starting_dist; for (uint j = 0; j < dec_data_dim.y; j++) {