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ebd3a2a
beam calc doc added to gui.rst
Michaelazzz Aug 22, 2025
65c7ceb
Update GUI page for subcube branch.
Pietersielie Oct 28, 2025
d072464
Images for shape and desktop selection
Michaelazzz Oct 31, 2025
0b5768c
Formatting fixes for images and tables.
Pietersielie Nov 4, 2025
d5417c0
Add first iteration of IDVS user documentation.
Pietersielie Nov 4, 2025
2650be8
Add link to video maker in how to page. Add framework for other secti…
Pietersielie Nov 4, 2025
4ffc629
Add separate IDVS page. Add video recorder mode images.
Pietersielie Nov 20, 2025
55532b9
Add Requirements, Previewing and Exporting sections to VideoMaker
maystey Nov 20, 2025
a889e9f
Add note to videoMaker page that preview and export not visible witho…
maystey Nov 21, 2025
84a0740
Update formatting in videoMaker.rst
Pietersielie Nov 21, 2025
039ee96
Merge pull request #18 from idia-astro/videoMaker
Pietersielie Nov 21, 2025
803510f
Merge pull request #17 from idia-astro/michaela/docs_issue_416
Pietersielie Nov 21, 2025
36d0ab6
Merge pull request #16 from idia-astro/cilliers/docs-307-subcube
Pietersielie Nov 21, 2025
9178c95
Fix mergespec command. Remove shape selection.
Pietersielie Nov 21, 2025
88493c2
Add IDVS and video to Inputs and Outputs
maystey Nov 23, 2025
cb2bbf3
Update screenshots of QuickMenu and VideoMaker desktop GUI.
maystey Nov 23, 2025
48b37c6
Add link to embedded YouTube video of VideoMaker VR how-to.
maystey Nov 23, 2025
fc48dcc
Merge pull request #19 from idia-astro/v1.1_Fixes
maystey Nov 24, 2025
18783d3
Update links to YouTube video of VideoMaker VR how-to.
maystey Nov 30, 2025
8259f3c
Add warning about zoom level for VideoMaker.
maystey Nov 30, 2025
cadc31c
Merge pull request #20 from idia-astro/v1.1_Fixes
maystey Nov 30, 2025
687fc72
Update for v1.1 release.
Pietersielie Aug 4, 2026
bd7920d
Update conf.py version number.
Pietersielie Aug 4, 2026
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2 changes: 1 addition & 1 deletion docs/source/about.rst
Original file line number Diff line number Diff line change
Expand Up @@ -2,7 +2,7 @@

About iDaVIE
============
iDaVIE (the immersive Data Visualisation Interactive Explorer) was conceived by and is being developed under the custody of the IDIA Visualisation Laboratory. It provides a Virtual Reality experience for data cube exploration. It visualises 3D data in an interaction 'box', a 3D block (or elongated cube) in VR space which allows the user to extract vital feedback information about the enclosed data (including cumulative statistics and historical data).
iDaVIE (the immersive Data Visualisation Interactive Explorer) was conceived by and is being developed under the custody of the IDIA Visualisation Laboratory. It provides a Virtual Reality experience for data cube exploration. It visualises 3D data in an interaction 'box', a 3D block (or elongated cube) in VR space which allows the user to extract vital feedback information about the enclosed data (including cumulative statistics and historical data). You can `send us an email <mailto:vislab@idia.ac.za?subject=Subscribe%20to%20iDaVIE%20mailing%20list&body=Please%20add%20this%20email%20address%20to%20the%20iDaVIE%20mailing%20list.>`_ if you want to be added to the iDaVIE mailing list to receive news about updates and new features to iDaVIE.

Contributors
------------
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9 changes: 9 additions & 0 deletions docs/source/build.rst
Original file line number Diff line number Diff line change
@@ -1,4 +1,5 @@
.. _build:

Building iDaVIE from source
===========================

Expand Down Expand Up @@ -50,6 +51,7 @@ Prerequisites
- Make sure to note the path to the vcpkg root folder, found at :literal:`C:\\\\vcpkg` for default installations.

5. Install Steam and SteamVR

- To use iDaVIE with any VR headset, we use Steam's SteamVR application as a bridge.
- Download the `Steam installer <https://store.steampowered.com/about/>`_ and install it. Create a Steam account if you do not already have one (no cost to create).
- Install `SteamVR <https://store.steampowered.com/app/250820/SteamVR/>`_ by clicking the "Play Game" button on the SteamVR page.
Expand All @@ -74,6 +76,7 @@ Prerequisites
- From the Unity Hub, select the ``Add`` button and click ``Add project from disk`` (only necessary the first time). Navigate to where you downloaded the iDaVIE source code in step 5 and select the iDaVIE folder.
- Once the project is opened, navigate to ``Assets/Scenes/`` in the Editor's navigation window (at the bottom) and double-click on the ui.unity file.
- Under **Window->SteamVR Input**, click the **Save and generate** button.

.. raw:: html

<img src="_static/Build_SteamVRInput_1.png"
Expand All @@ -90,23 +93,29 @@ Prerequisites

- Open iDaVIE in the Unity Editor.
- Open the build settings menu under **File->Build Settings**.

.. raw:: html

<img src="_static/Build_Build_1.png"
style="width:65%;height:auto;"
class="center">

- Click on the Player Settings button on the bottom left.

.. raw:: html

<img src="_static/Build_Build_2.png"
style="width:65%;height:auto;"
class="center">

- Under XR Plug-in Management (scroll down on the left), make sure that OpenVR Loader is selected in the list of Plug-in Providers.

.. raw:: html

<img src="_static/Build_Build_3.png"
style="width:65%;height:auto;"
class="center">

- Click the **Build** button and select your destination folder.

Troubleshooting
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11 changes: 2 additions & 9 deletions docs/source/conf.py
Original file line number Diff line number Diff line change
Expand Up @@ -22,9 +22,9 @@
author = u'IDIA Vislab, INAF-OACT'

# The short X.Y version
version = u'1.0'
version = u'1.1'
# The full version, including alpha/beta/rc tags
release = u'1.0'
release = u'1.1.0'

# -- General configuration ---------------------------------------------------

Expand Down Expand Up @@ -65,14 +65,7 @@
# relative to this directory. They are copied after the builtin static files,
# so a file named "default.css" will overwrite the builtin "default.css".
html_static_path = ['_static']
# html_logo = "./_static/vislab_logo.png"
# html_logo = "./_static/vislab_logo_alt.png"
# html_logo = "./_static/iDaVIElogo_V3.jpg"
# html_logo = "./_static/iDaVIElogo_V3_NoCorn.png"
html_logo = "./_static/iDaVIElogo_New.png"
# html_logo = "./_static/iDaVIElogo_V4_transbg.png"
# html_logo = "./_static/iDaVIElogo_V4.jpg"
# html_logo = "./_static/iDaVIElogo_V5.jpg"

# Custom sidebar templates, must be a dictionary that maps document names
# to template names.
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15 changes: 9 additions & 6 deletions docs/source/develop.rst
Original file line number Diff line number Diff line change
Expand Up @@ -23,17 +23,20 @@ Set up UnityYamlMerge
---------------------
To facilitate the merging of separate branches that include merge conflicts in scene (``*.unity``) files in iDaVIE, Unity provides a mergetool called UnityYamlMerge. This requires a few set up steps before it can be used.

1. First, the iDaVIE repo should be told to use UnityYamlMerge as the mergetool. Add the following lines to the ``.git\config`` file. Note the escaped slash ``\\`` for folder divisors -- it will not work otherwise.
1. First, the iDaVIE repo should be told to use UnityYamlMerge as the mergetool. Add the following lines to the ``.git\config`` file. Note the escaped slash ``\\`` for folder divisors -- it will not work otherwise.
::

[mergetool "UnityYamlMerge"]
cmd = '<path\\to\\Unity>\\Unity\\2021.3.47f1\\Editor\\Data\\Tools\\UnityYAMLMerge.exe' merge -p "$BASE" "$REMOTE" "$LOCAL" "$MERGED"
trustExitCode = false
cmd = '<path\\to\\Unity>\\Unity\\2021.3.47f1\\Editor\\Data\\Tools\\UnityYAMLMerge.exe' merge -p "$BASE" "$REMOTE" "$LOCAL" "$MERGED"
trustExitCode = false
[merge]
tool = UnityYamlMerge
tool = UnityYamlMerge

2. In the folder ``<path\to\Unity>\Unity\2021.3.47f1\Editor\Data\Tools``, open the ``mergespecfile.txt`` text file. This file contains the fallback mergetools if UnityYamlMerge cannot resolve the conflicts or filetypes. Here we recommend VSCode as the fallback. Add the following lines to the ``mergespecfile.txt`` file. Note that ``code`` is likely in the system PATH if VSCode is installed, otherwise the path of the ``code.exe`` executable is required.
::
``# VSCode
* use code --wait "%r" "%l" "b" "%d"``

# VSCode
* use code --wait --merge "%l" "%r" "%b" "%d"

Merging procedure
-----------------
Expand Down
9 changes: 3 additions & 6 deletions docs/source/future.rst
Original file line number Diff line number Diff line change
Expand Up @@ -9,17 +9,14 @@ In the **short** term, we list features that we are actively working on and will

Short-term
----------
* Addressing bugs that arise after the release of 1.0.
* Adding the ability to load a subcube. That is, load a contiguous portion of the cube, specified by the user by providing the bounds of the subcube. This includes a major rework of all file operations. See the relevant `pull request <https://github.com/idia-astro/iDaVIE/pull/320>`_, `branch <https://github.com/idia-astro/iDaVIE/tree/cilliers/fix-issue-307>`_, and `discussion <https://github.com/idia-astro/iDaVIE/discussions/402>`_ for more information.
* Adding the ability to select a different HDU (rather than the first). Some instruments, noticeably integral field spectrographs (IFUs) such as MUSE, NIRSpec, or MIRI, produce cubes where the data is stored in the second HDU. To load this, the rework mentioned for adding subcubes is required. Therefore it will be added along with that feature. See the relevant `issue <https://github.com/idia-astro/iDaVIE/issues/290>`_ and `branch <https://github.com/idia-astro/iDaVIE/tree/alex/hdu_selection>`_ for more information.
* Improve the performance of the scripted video rendering.
* Separate the visualisation from the analysis tools. At the moment, much of the radio astronomy analysis tools and the visualisation are hardcoded together, such as the menus. The actual analysis code is contained within a `.dll` plugin. Unity allows for dynamically created menus (see the generic popups in the subcube `pull request <https://github.com/idia-astro/iDaVIE/pull/320>`_), which opens the possibility of moving all analysis tools into a separate plugin, while the visualisation code remains as is. Creators of the analysis tools can then potentially specify their menus through a script or API file, while iDaVIE (the visualisation tool) creates the menus dynamically from prefabs. More work will be required to look at how Unity deals with dynamic code, as well as a major refactor once the framework is made possible. This will be of significacnt use in the multidisciplinary domain, allowing the end user to download iDaVIE the visualisation tool and the analysis plugin relevant to their field. See the related `issue <https://github.com/idia-astro/iDaVIE/issues/405>`_ and `discussion <https://github.com/idia-astro/iDaVIE/discussions/408>`_ for more information.
* Release a version of iDaVIE that allows for particle datasets to be visualised. In particular, sparse multiparameter datasets, such as simulations, benefit greatly from visualisation in VR. A prototype has been created and sample images can be found on our `documentation pages <https://idavie.readthedocs.io/en/latest/multidisciplinary.html>`_. A publicly available prototype will be available in due course.

Medium-term
-----------
* Allow users to switch between rendering for emission or absorption. At the moment, the rendering shader (a ray-marching algorithm) samples values along the ray and returns either the maximum or the average value. To account for absorption in the foreground, a new shader will have to be developed, possibly based on `radiative transfer <https://en.wikipedia.org/wiki/Radiative_transfer>`_ equations. See the relevant `issue <https://github.com/idia-astro/iDaVIE/issues/256>`_ and `discussion <https://github.com/idia-astro/iDaVIE/discussions/403>`_ for more information.
* Release a version of iDaVIE that allows for particle datasets to be visualised. In particular, sparse multiparameter datasets, such as simulations, benefit greatly from visualisation in VR. A prototype has been created and sample images can be found on our `documentation pages <https://idavie.readthedocs.io/en/latest/multidisciplinary.html>`_. A publicly available prototype will be available in due course.
* Create a scripting language or API to allow for smooth videos flying through the data to be generated. Currently, recording the user's view of the data is done through recording the screen showing the view of one of the user's eyes. This is invariably jittery and not of good quality. Recording a video from a Unity camera moving through the data results in smoother and better quality video. A prototype was created that utilised a hard-coded route for the camera to follow. It is desirable to create a way for the user to control the movement of this camera, without sacrificing the quality. One way to do this would be by having a script with commands that the camera will follow, and a button on the desktop interface to have it execute. See the `relevant <https://github.com/idia-astro/iDaVIE/issues/132>`_ `issues <https://github.com/idia-astro/iDaVIE/issues/240>`_ and `discussion <https://github.com/idia-astro/iDaVIE/discussions/406>`_ for more information.
* Allow for a movable projection plane that highlights a 2D cross-section in a separate window, akin to the existing moment maps feature. This can be a single channel, or a position-velocity graph, or potentially overlaying one dataset on another. See `the <https://github.com/idia-astro/iDaVIE/issues/74>`_ `relevant <https://github.com/idia-astro/iDaVIE/issues/197>`_ `issues <https://github.com/idia-astro/iDaVIE/issues/404>`_ and `discussion <https://github.com/idia-astro/iDaVIE/discussions/407>`_ for more information.
* Separate the visualisation from the analysis tools. At the moment, much of the radio astronomy analysis tools and the visualisation are hardcoded together, such as the menus. The actual analysis code is contained within a `.dll` plugin. Unity allows for dynamically created menus (see the generic popups in the subcube `pull request <https://github.com/idia-astro/iDaVIE/pull/320>`_), which opens the possibility of moving all analysis tools into a separate plugin, while the visualisation code remains as is. Creators of the analysis tools can then potentially specify their menus through a script or API file, while iDaVIE (the visualisation tool) creates the menus dynamically from prefabs. More work will be required to look at how Unity deals with dynamic code, as well as a major refactor once the framework is made possible. This will be of significacnt use in the multidisciplinary domain, allowing the end user to download iDaVIE the visualisation tool and the analysis plugin relevant to their field. See the related `issue <https://github.com/idia-astro/iDaVIE/issues/405>`_ and `discussion <https://github.com/idia-astro/iDaVIE/discussions/408>`_ for more information.

Long-term
---------
Expand Down
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