Posts Tagged ‘Volume Render

18
Nov
09

Time Cube Experiments

Quick grabs. Explanation to follow.



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15
Jun
09

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:

17
Dec
08

Rendering Volume Data Set

More info to follow.




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