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Strategies for volumetric ray casting #58
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Sounds like an interesting problem! I'll see if the people from FireRender respond and tell me how to ray trace volumes with their API. I got going with this tutorial: |
Yes. Sounds like it might be best to render a complete volume image first, then do the raytracing.
Ooh! Did not know about this repo at all! Incredibly helpful (as always), many thanks. |
Great to hear :) I just realised the install commands are outdated... If you have next2 already running, you should be fine as is! |
I've updated the README for |
Thanks a ton. I myself have other priorities, but I probably won't be able to entirely prevent myself from playing with ShaderToy as a fun diversion. |
I'm opening this as a placeholder for discussion about volumetric raycasting. My specific task is that I'll have thousands or tens of thousands of little cubical volumes, and inside each:
c_i
for thei
th cubical volumeα_i(x,y,z)
A_i(x,y,z,t) = α_i(x,y,z) * p_i(t)
.Typically each cube will overlap only a handful of other cubes, and much of the time most cubes will be nearly fully transparent (most
p_i(t)
will be near 0 most of the time).As you know, I'm just learning OpenGL, so I can't yet produce a PR. Any guidance (even, what to read) would be appreciated. Meanwhile, I'll keep posted on progress.
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