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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 transfer function for volume classification


In this recipe, we will implement classification to the 3D texture slicing presented before. We will generate a lookup table to add specific colors to specific densities. This is accomplished by generating a 1D texture that is looked up in the fragment shader with the current volume density. The returned color is then used as the color of the current fragment. Apart from the setup of the transfer function data, all the other content remains the same as in the 3D texture slicing recipe. Note that the classification method is not limited to 3D texture slicing, it can be applied to any volume rendering algorithm.

Getting ready

The code for this recipe is in the Chapter7/3DTextureSlicingClassification directory.

How to do it…

Let us start this recipe by following these simple steps:

  1. Load the volume data and setup the texture slicing as in the Implementing volume rendering using 3D texture slicing recipe.

  2. Create a 1D texture that will be our...

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