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OpenGL Development Cookbook

You're reading from   OpenGL Development Cookbook OpenGL brings an added dimension to your graphics by utilizing the remarkable power of modern GPUs. This straight-talking cookbook is perfect for intermediate C++ programmers who want to exploit the full potential of OpenGL.

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Product type Paperback
Published in Jun 2013
Publisher Packt
ISBN-13 9781849695046
Length 326 pages
Edition 1st Edition
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Author (1):
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Muhammad Mobeen Movania Muhammad Mobeen Movania
Author Profile Icon Muhammad Mobeen Movania
Muhammad Mobeen Movania
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Toc

Table of Contents (10) Chapters Close

Preface 1. Introduction to Modern OpenGL FREE CHAPTER 2. 3D Viewing and Object Picking 3. Offscreen Rendering and Environment Mapping 4. Lights and Shadows 5. Mesh Model Formats and Particle Systems 6. GPU-based Alpha Blending and Global Illumination 7. GPU-based Volume Rendering Techniques 8. Skeletal and Physically-based Simulation on the GPU Index

Implementing volume rendering using splatting


In this recipe, we will implement splatting on the GPU. The splatting algorithm converts the voxel representation into splats by convolving them with a Gaussian kernel. The Gaussian smoothing kernel reduces high frequencies and smoothes out edges giving a smoothed rendered output.

Getting ready

The code for this recipe is in the Chapter7/Splatting directory.

How to do it…

Let us start this recipe by following these simple steps:

  1. Load the 3D volume data and store it into an array.

    std::ifstream infile(filename.c_str(), std::ios_base::binary); 
    if(infile.good()) {
    pVolume = new GLubyte[XDIM*YDIM*ZDIM];
    infile.read(reinterpret_cast<char*>(pVolume), XDIM*YDIM*ZDIM*sizeof(GLubyte));
    infile.close();
    return true;
    } else {
    return false;
    }
  2. Depending on the sampling box size, run three loops to iterate through the entire volume voxel by voxel.

    vertices.clear(); 
    int dx = XDIM/X_SAMPLING_DIST;
    int dy = YDIM/Y_SAMPLING_DIST;
    int dz = ZDIM/Z_SAMPLING_DIST;...
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