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[Bug] 3d volume rendering using mobile phones, with buggy tool interactions, likely causing rendering issues #1712

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gosvig123 opened this issue Dec 17, 2024 · 2 comments

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@gosvig123
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Describe the Bug

Am trying to use a nifti file, quite small in a 3d volume space - but am having a lot of issues applying any tooling at all (allowing the user to navigate around.

I works fine on laptop, and it dosen't really work well at all on mobile. The image will render but the ux is very laggy - so if trying to zoom, or rotate you will be able to but in jumping motions that are very inconsistent with what one would exspect.

This has been tried on a number of different phones, both IOS and Android, and only seems to be an issue on the phone.

The easiest way to test it is to access the example from your phone.
https://www.cornerstonejs.org/live-examples/volumeviewport3d

Steps to Reproduce

The easiest way to reproduce it is just to access the cornerstone 3d example from the phone
https://www.cornerstonejs.org/live-examples/volumeviewport3d

The use case we have is quite similar.

The current behavior

The UX is laggy inconsistent if trying to navigate a 3d volume space using cornerstone on mobile

The expected behavior

To have the 3d volume render and navigate it in a smooth and consistent behavior.

OS

IOS 17.1.1

Node version

v18.19.1

Browser

Edge, Chrome

@gosvig123 gosvig123 changed the title [Bug] 3d volume rendering using mobile phones [Bug] 3d volume rendering using mobile phones, with buggy tool interactions, likely causing rendering issues Dec 17, 2024
@sedghi
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sedghi commented Dec 17, 2024

I wonder we should detect mobile and then reduce the sampling, try changing this one packages/tools/src/tools/TrackballRotateTool.ts

we are already doing this

mapper.setSampleDistance(originalSampleDistance * 2);

but maybe if we detect mobile we should increase it?

@daker
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daker commented Dec 17, 2024

Maybe let the app decide which quality to render at runtime or via viewport configuration ?

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