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Feature/voxel annotation #858
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The brush hover outline (circle where the mouse pointer is) seems to go away in some cases when changing the zoom level. |
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- Introduced a new dummy `MultiscaleVolumeChunkSource`. - Added `VoxelAnnotationRenderLayer` for voxel annotation rendering. - Implemented `VoxUserLayer` with dummy data source and rendering. - Added tools and logs for voxel layer interactions and debugging. - Documented voxel annotation specification and implementation details.
- Added a backend `VoxDummyChunkSource` that generates a checkerboard pattern for voxel annotations. - Implemented frontend `VoxDummyChunkSource` with RPC pairing to the backend. - Updated documentation with details on chunk source architecture and implementation.
…t seems there is some fighting.
…s to corruped the chunk after the usage of the tool. Added a front end buffer which is the only drawing storage for now. Added user settings to set the voxel_annotation layer scale and bounds. Added a second empty source to DummyMultiscaleVolumeChunkSource to prevent crashs when zoomed out too much
…lobal one (there where a missing convertion) ; add a primitive brush tool
…umeChunkSource and update related imports
…panded brush settings
…ation, and improved backend edit handling
…map options and UI settings
…r remote workflows, label creation, and new drawing tools
… the respective tool specific settings havve been moved to this bar
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…er in the segmentation layer context
…ce at once since the current painting pipeline will only draw to one source
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I've updated the demo to the latest commit, this includes:
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… the painted area
…ng for non-axis-aligned slices
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@briossant It feels better! These controls are draggable right now which prevents dragging the slider Have you thought about having ctrl+mousedown+shift trigger erasing and then have the erase setting just be a toggle between everything and selected? |
…nting tools non-draggable
…n0 ; rename voxel editing properties
…ts keybind is displayed to the user
…n controle+shift is pressed
Yeah erasing feels better like this, I've updated the demo with the refactored erasing. |
…able source is selected
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Hello, I've cleared my current todo list and am standing by for review, or further feedback. One question regarding scope: @jbms mentioned keeping new datasources and kvstores separate, but would you recommand to add write support for existing datasources (e.g. precomputed and n5) in this PR? |
src/kvstore/proxy.ts
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I would remove this then because when we later add it, it will be more clear that it that it was a requirement for that functionality.
src/voxel_annotation/frontend.ts
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| multiscale: MultiscaleVolumeChunkSource | undefined, | ||
| lodIndex: number, | ||
| ): VolumeChunkSource { | ||
| if (!multiscale) |
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I think it is best to use a block statement with if statements that aren't single line
src/voxel_annotation/frontend.ts
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| const value = valueGetter(false); | ||
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| const pushIf = async (point: Float32Array) => { | ||
| const v = await getEnsuredValue(point); |
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From some performance testing of the paint tool, it seems you can get a significant speedup for the UI thread if you only check getEnsuredValue if filterValue !== undefined and ignore the v === value check. Though I believe that would cause some unnecessary writes so perhaps that logic could be moved to the backend.
I'm wondering how much of this logic could be moved to the backend, if the only thing the frontend did when receiving input was to forward that user input to the backend and have the backend do all the voxel calculations.
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Yes, the v === value check can be removed. This would indeed speed up the function, and I can add the check back in the backend to avoid unnecessary writes. As for moving the whole logic to the backend: for the brush, I believe this would make the preview delay longer, resulting in a less responsive user experience; but for the flood fill it has less downside as the preview is already slow, and it would also fix the slowdown on big regions.
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Performing a large sphere brush stroke is the main performance issue I've noticed
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We could cheat by drawing a disk in the preview and calculating the sphere in the backend; this would be invisible to the user as long as they do not scroll through the slices, or rotate the slice, right after drawing. Would leaving those artifacts be acceptable for the performance boost?
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Which artifact? Using disk for preview sounds like a good solution
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I've updated the demo with what we talked (floodfill and brush sphere moved to the backend). I also temporarily added the different ways to render the sphere preview as brush shapes (see image). Note that I have not thoroughly tested the refactor yet.

Now that drawing big sphere is fast, it is easy to overwhelm the backend if you don't have a really fast computer (it is my case) ; to solve this I am thinking of adding a mechanism to temporarily halt drawing and message the user when the backend job queue is too big.
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Here is an example of artifact I have in mind:
Note: this particular one could be solve by drawing 3 disks (one per sliceview). The other artifact I have in mind involves user motions during the preview phase (scrolling through slices or rotating the sliceview).
One idea is to keep a list of pending draw operations on each preview chunk, and then only apply it when the chunk actually becomes visible and is about to be drawn. Additionally, for the sphere brush there could be optimized handling for the case that the brush covers the entire chunk, to make it constant time.
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Here is an example of artifact I have in mind:
Note: this particular one could be solve by drawing 3 disks (one per sliceview). The other artifact I have in mind involves user motions during the preview phase (scrolling through slices or rotating the sliceview).
One idea is to keep a list of pending draw operations on each preview chunk, and then only apply it when the chunk actually becomes visible and is about to be drawn. Additionally, for the sphere brush there could be optimized handling for the case that the brush covers the entire chunk, to make it constant time.
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I see how this would work, but this require to change the chunk shape to 8x8x8 or 16x16x16, which I guess is fine? With the current 64x64x64 chunk shape, the modification wouldn't be perceptible as the we already feel the performance issues with spheres of radius 32.
One other thing eating performances is the amount of paintBrushWithShape calls, each one recalculates the full sphere/disk even if it overlap 90% of the voxels from the previous call. I could reduce a bit the amount of calls but reducing too much would make it impossible to draw nice curves. I think calculating and drawing the difference between the new sphere/disk and the sphere/disk of the previous call would be the solution.
move drawing logic to the backend - first iteration
…t files and extend backend tests
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I was showing @ceesem the state of this PR and he had a few points to make. We are very excited to see the progress made
Also, is off-axis painting supported/planned? It tries paint but it there are visual artifacts and it doesn't save, it causes |
…BigInt in readLocal` happening when drawing disk in an off-axis sliceview
…nd offset the icon to allow for a more accurate cursor (for floodfill and seg picker)
Maybe with
yes
This may be doable thanks to a sentinel value in the preview layer, similar to how the eraser preview is working. But I would personally not put this as the most urgent feature to implement?
true
I think this joins the "compute load indicator" I talked about earlier. However, instead of a bar that fills up when you draw, it would be a bar that fills up when you stop drawing until it disappears and reappears / resets when you draw again.
It is supposed to be working, I have introduced this error while doing the last refactor, this is fixed. There are artifacts in the preview, but the |
…o allow drawing single voxels
@briossant agreed. It might not even be the right solution. I think it really only applies to doing small radius painting and it might be solved by making it possible for the origin to be the center of a voxel or between voxels. In the image above, a 2x2 square would probably map best to the cursor. |





This Draft Pull Request introduces an interactive voxel annotation feature, allowing users to perform manual segmentation by painting directly onto volumetric layers. This implementation is based on the proposal in Issue #851 and incorporates the feedback from @jbms.
Here is a live demo to try the feature, watch out, there is persistent storage, so your annotations will be saved and will override the ones already present: OPEN DEMO VIEWER
Key Changes & Architectural Overview
Following the discussion, this implementation has been significantly revised from the initial prototype:
voxlayer type, the voxel editing functionality is now integrated directly intoImageUserLayerandSegmentationUserLayervia aUserLayerWithVoxelEditingMixin. This mixin adds a new "Draw" tab in the UI.New Tool System: The Brush and Flood Fill tools are implemented as toggleable LayerTools, while the Picker tool is a one-shot tool. All integrate with Neuroglancer's new tool system. The drawing action is bound to Ctrl + Left Click.
Optimistic Preview for Compressed Chunks: To provide immediate visual feedback and solve the performance problem with compressed chunks, edits are now rendered through an optimistic preview layer.
InMemoryVolumeChunkSource.RenderLayer(e.g.,ImageRenderLayerorSegmentationRenderLayer). This ensures the preview perfectly matches the user's existing shader and display settings.Data-flow
sequenceDiagram participant User participant Tool as VoxelBrushTool participant ControllerFE as VoxelEditController (FE) participant EditSourceFE as OverlayChunkSource (FE) participant BaseSourceFE as VolumeChunkSource (FE) participant ControllerBE as VoxelEditController (BE) participant BaseSourceBE as VolumeChunkSource (BE) User->>Tool: Mouse Down/Drag Tool->>ControllerFE: paintBrushWithShape(mouse, ...) ControllerFE->>ControllerFE: Calculates affected voxels and chunks ControllerFE->>EditSourceFE: applyLocalEdits(chunkKeys, ...) activate EditSourceFE EditSourceFE->>EditSourceFE: Modifies its own in-memory chunk data note over EditSourceFE: This chunk's texture is re-uploaded to the GPU deactivate EditSourceFE ControllerFE->>ControllerBE: commitEdits(edits, ...) [RPC] activate ControllerBE ControllerBE->>ControllerBE: Debounces and batches edits ControllerBE->>BaseSourceBE: applyEdits(chunkKeys, ...) activate BaseSourceBE BaseSourceBE-->>ControllerBE: Returns VoxelChange (for undo stack) deactivate BaseSourceBE ControllerBE->>ControllerFE: callChunkReload(chunkKeys) [RPC] activate ControllerFE ControllerFE->>BaseSourceFE: invalidateChunks(chunkKeys) note over BaseSourceFE: BaseSourceFE re-fetches chunk with the now-permanent edit. ControllerFE->>EditSourceFE: clearOptimisticChunk(chunkKeys) deactivate ControllerFE ControllerBE->>ControllerBE: Pushes change to Undo Stack & enqueues for downsampling deactivate ControllerBE loop Downsampling & Reload Cascade ControllerBE->>ControllerBE: downsampleStep(chunkKeys) ControllerBE->>ControllerFE: callChunkReload(chunkKeys) [RPC] activate ControllerFE ControllerFE->>BaseSourceFE: invalidateChunks(chunkKeys) note over BaseSourceFE: BaseSourceFE re-fetches chunk with the now-permanent edit. ControllerFE->>EditSourceFE: clearOptimisticChunk(chunkKeys) deactivate ControllerFE end5. Dataset creation To complete Neuroglancer's writing capabilities, a dataset metadata creation/initialization feature was introduced.The workflow is triggered when a user provides a URL to a data source that does not resolve:Neuroglancer recognizes the potential intent to create a new dataset and prompts the user:Finally, the user is able to access dataset creation form:Data sources & Kvstores
Currently, there is a very limited set of supported data sources and kvstores, which are:
opfs: in-browser storage, also used for local development at some point, the relevancy can be discussed.ssa+https: a kvstore linked to an in development project, which is a stateless (thanks to OAuth 2.0) worker providing signed urls to read/write in s3 storesLimitations
Open Questions & Future Work
This PR focuses on establishing the core architecture. Several larger topics from the original discussion are noted here as future work:
Checklist
[ ] Added support to more (every?) datasources and kvstoresEdits