Runs fullscreen (1680x1050px) on my MacPro, at realtime framerates.
I will still attempt to optimise a little though, as it’s slowish on my (admittedly ageing) laptop.
Posts Tagged ‘Borg Surface
GPU Raycasting Now Working
Finally got it to work!
So, here’s Borg and Blob surfaces rendered in a GPU-accelerated GLSL raycaster shader:
As you can see, there’s a certain graininess to the render. This I actually quite like. It can be smoothed-out by decreasing the step-length that each ray is incremented by, but this slows down render times exponentially.
Obviously, there’s no lighting calculation being done, and I’m not working out normals at all. I quite like the ghostly quality you get from this simple opacity-accumulation-style render though.
Thanks once again to Peter Trier for sharing his method, and I’d also like to thank Viktor N. Latypov for his encouragement on this project.
Here’s a clip of the shader at work on a Blob surface. I’ve added some colour to the rendering by mixing-in the ray XYZ-position as RGB colour, to add a bit of interest to the volume.
..and the Borg surface:
And this time, modulating the ray’s start position with live video input:
GPU Raycasting
First attempt at implementing Peter Trier’s simple raycasting setup as an isosurface renderer. It’s definitely not working as it should, but it’s looking interesting, anyway.
Here it’s rendering a Borg isosurface, from Paul Bourke’s site.