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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 single-pass GPU ray casting


In this recipe, we will implement volume rendering using single-pass GPU ray casting. There are two basic approaches for doing GPU ray casting: the multi-pass approach and the single-pass approach. Both of these approaches differ in how they estimate the ray marching direction vectors. The single-pass approach uses a single fragment shader. The steps described here can be understood easily from the following diagram:

First, the camera ray direction is calculated by subtracting the vertex positions from the camera position. This gives the ray marching direction. The initial ray position (that is, the ray entry position) is the vertex position. Then based on the ray step size, the initial ray position is advanced in the ray direction using a loop. The volume dataset is then sampled at this position to obtain the density value. This process is continued forward advancing the current ray position until either the ray exits the volume...

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