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Real-Time Volume Renderer

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Uploaded by on Jun 4, 2007

This is the result of a final project for a class I've taken on visualization. It is an implementation of a single-pass ray casting volume renderer, accelerated with fragment_shader2 GPU instructions.

My initial implementation (left hand side) ray casted the volume's bounding box, sampling at every point within it.

As a final, I optimized the ray casting technique so that only points within a bounding isosurface (based on density) are traversed and sampled, instead of a bounding box. This technique achieved speedups of around 4x, restoring reasonable real-time interaction. The speedup is demonstrated in the back/to/back footage here.

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  • How did you do this?

  • awsom , thanx

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