Tag: ray marching

As part of an ongoing research project we decided to see how far we could push real-time volume rendering using only GLSL shaders. The video shown here demonstrates some of the supported features such as: Multiple iso-surface shading Density plotting Arbitrary oriented contour planes Arbitrary oriented cutting plane The shown video is running on an explicit dataset 256^3 4x16bit floating data on a Nvidia GTX470 graphics card.   [vimeo]http://vimeo.com/44234825[/vimeo]

Nice real-time smoke visualization, rendered by our CUDA tracer including a clear sky model. The smoke dataset was delivered by Michael Bang and Brian Bunch Christensen from the Department of Computer Science, University of Aarhus.

This post will try to explain how to implement a GPU based raycasting render, using open GL and Nvidia’s CG. This tutorial assumes some experiance with OpenGl and vertex-fragment shaders. First of all why do we need this algortihm? Because it is a smart way to achieve high quality volume rendering and the raycasting algorithm is well suited for the modern GPU’s. Esspecially the new 8800 series because of the unified shading system. The reason behind this tutorial is to…