This is the open-source repository for FluoRender, an interactive tool for flourescence microscopy data visualization and analysis.
Download the installer package for your operating system (OS).
Windows: Version 2.31
Mac OS: Version 2.31
Ubuntu: Version 2.31
User Manual: Version 2.30
Tutorials: Version 2.30
Video Tutorials: YouTube Playlist
Contact the developer for any questions or suggestions:
Email: yong.wan@utah.edu
Facebook Page: FluoRender on Facebook
FluoRender can run on most personal computers including desktops and laptops. The key component is a modern GPU (Graphic Processing Unit). A powerful GPU is helpful to process large data.
Code Contributors: Yong Wan, Brig Bagley, Takashi Kawase, Remaldeep Singh, etc.
If you use FluoRender in work that leads to published research, we humbly ask that you add the following to the ‘Acknowledgments’ section of your paper:
“This work was made possible in part by software funded by the NIH: Fluorender: Visualization-Based and Interactive Analysis for Multichannel Microscopy Data, R01EB023947.”
If you would like to cite FluoRender, you may reference the following publication:
Wan, Y., et al. (2017). FluoRender: joint free-hand segmentation and visualization for many-channel fluorescence data analysis. BMC Bioinformatics, 18:280.
Some third-party dependencies are included in the FluoRender source code. Other dependencies need to be prepared before building FluoRender.
1) Make sure OpenGL and OpenCL drivers are correctly installed and configured. This is OS and hardware dependent.
Libs needed: libOpenCL1, glu-devel; headers needed: opencl-headers.
2) Other dependencies include: gcc, g++, gtk3-devel, ffmpeg-4-libavcodec-devel, ffmpeg-4-libavformat-devel, ffmpeg-4-libavutil-devel, ffmpeg-4-libswscale-devel, ffmpeg-4-libswresample-devel, etc.
3) Clone and build boost.
git clone --recursive https://github.com/boostorg/boost.git
cd boost
./bootstrap.sh
./b2
4) Clone and build wxWidgets.
git clone --recursive https://github.com/wxWidgets/wxWidgets.git
cd wxwidgets
mkdir mybuild
cd mybuild
../configure --disable-shared --enable-cxx11 --with-cxx=11 --enable-stl --enable-std_containers --enable-std_iostreams --with-libpng=builtin --with-libtiff=builtin --with-libjpeg=builtin --with-zlib=builtin --with-opengl
make
5) Use CMake to generate FluoRender project.
6) Build FluoRender. An IDE such as CodeBlocks can be used.
1) Clone the latest wxWidgets using GIT (git clone git@github.com:wxWidgets/wxWidgets.git
).
/wxWidgets
2) Build wxWidgets from the command line.
cd /wxWidgets/
mkdir mybuild
cd mybuild
../configure --disable-shared --enable-macosx_arch=x86_64 --with-cocoa --with-macosx-version-min=10.15 --enable-cxx11 --with-cxx=11 --enable-stl --enable-std_containers --enable-std_iostreams --with-libpng=builtin --with-libtiff=builtin --with-libjpeg=builtin --with-zlib=builtin
make
3) Download and build boost.
Download boost (http://www.boost.org/users/download/#live) and extract onto your machine.
Build boost using ./bootstrap.sh
and ./b2
in the boost directory.
The steps following will assume the boost root directory is at /boost_1_xx_0
(your version might differ).
4) Get homebrew, libtiff, and freetype
/bin/bash -c "$(curl -fsSL https://raw.githubusercontent.com/Homebrew/install/HEAD/install.sh)"
brew install libtiff
brew install freetype
5) Get and build FluoRender
git clone git@github.com:SCIInstitute/fluorender.git
cd fluorender
mkdir build
cd build
cmake -G Xcode -DwxWidgets_CONFIG_EXECUTABLE="/wxWidgets/mybuild/wx-config" -DwxWidgets_wxrc_EXECUTABLE="/wxWidgets/mybuild/utils/wxrc/wxrc" -DwxWidgets_USE_DEBUG=ON -DwxWidgets_ROOT_DIR="/wxWidgets" -DBoost_INCLUDE_DIR="/Users/YourUserName/boost_1_xx_0" -DJAVA_AWT_INCLUDE_PATH="/Library/Java/JavaVirtualMachines/jdk-xx.x.x.jdk/Contents/Home/include" -DJAVA_INCLUDE_PATH="/Library/Java/JavaVirtualMachines/jdk-xx.x.x.jdk/Contents/Home/include" -DJAVA_INCLUDE_PATH2="/Library/Java/JavaVirtualMachines/jdk-xx.x.x.jdk/Contents/Home/include/darwin" -DCMAKE_BUILD_TYPE="Debug" ..
(replace directories with your versions)
5) Open the Xcode file generated to build and run FluoRender.
NSHighResolutionCapable
and set it to YES
.1) Clone the latest wxWidgets using GIT (git clone git@github.com:wxWidgets/wxWidgets.git
).
C:\wxWidgets
2) Open a 64 bit Visual Studio command prompt to build wxWidgets. (make sure you use the prompt version you wish to build all dependencies, IE , MSVC 15.0 2017 x64)
Go to directory C:\wxWidgets\build\msw
Type nmake /f makefile.vc TARGET_CPU=x64 BUILD=debug
to build debug libraries.
Type nmake /f makefile.vc TARGET_CPU=x64 BUILD=release
to build release libraries.
3) Download and build boost.
Download boost (http://www.boost.org/users/download/#live) and extract onto your machine.
Build boost using bootstrap.exe
and b2.exe --toolset=msvc-15.0 --build-type=complete architecture=x86 address-model=64 stage
in the boost directory in a MSVC prompt. (change the toolset to the version of MSVC you are using, and omit address-model and architecture for 32-bit)
The steps following will assume the boost root directory is at C:\boost_1_xx_0
(your version might differ).
4) You may need to add lines to C:\Program Files (x86)\CMake X.X\share\cmake-x.x\Modules\FindwxWidgets.cmake
(x’s are your version) for wxWidgets 3.* if it still complains that you haven’t installed wxWidgets.
Starting about line 277, you will have listed a few sets of library versions to search for like wxbase29${_UCD}${_DBG}
In 4 places, you will need to add above each line with a “29” a new line that is exactly the same, but with a “31” instead, assuming your version of wxWidgets is 3.1.*).
5) Other dependencies: OpenCV, JDK, Python, HDF5.
6) Download FluoRender using Git git clone git@github.com:SCIInstitute/fluorender.git
7) Use the C:\Program Files(x86)\CMake2.8\bin\cmake-gui.exe
program to configure build properties and generate your Visual Studio Solution file. (Remember to keep your MSVC version consistent)
CMAKE_BUILD_TYPE
to be “Debug” or “Release” wxWidgets_LIB_DIR
to C:\wxWidgets\lib\vc_x64_lib
. (this will differ from 32 bit)
- Be sure to set wxWidgets_ROOT_DIR
to C:\wxWidgets
.
- Be sure to set Boost_INCLUDE_DIR
to C:\boost_1_xx_0
(x’s are your version). You may also generate using the command prompt, but you must explicitly type the paths for the cmake command.
Open Visual Studio Command Prompt. Go to the CMakeLists.txt directory.
Type cmake -G "Visual Studio 15 2017 Win64" -DwxWidgets_LIB_DIR="C:\wxWidgets\lib\vc_x64_lib" -DwxWidgets_ROOT_DIR="C:\wxWidgets" -DBoost_INCLUDE_DIR="C:\boost_1_xx_0" -DCMAKE_BUILD_TYPE="Debug" ..
in your build directory (again assuming these are your directory locations / Generator versions, and the build folder is in the FluoRender root directory).
Open the Visual Studio SLN file generated by CMake (found in your “build” directory).
Build the solution. Use CMake to generate both “Release” and “Debug” configurations if you wish to build both in Visual Studio.
Notes for Visual Studio
Project Properties -> Configuration Properties -> Linker -> Command line
. Make sure “Additional Options” is /machine:X64
NOT /machine:X86
. Project Properties -> Manifest Tool -> Input and Output -> Enable DPI Awareness -> Yes