3 ms·
Volume Rendering with WebGL
- malkia 8y agoDon't zoom into the Boston Teapot!
- marcusjt 8y agoHa! I just stumbled upon that myself then came back here to comment and spotted yours!
- obl 8y agoYou should probably use mipmaps to avoid aliasing when rendering from far away. I guess you'll have to compute the LOD by hand since neighbor fragments are not necessarily performing the same texture fetches.
- berkut 8y agoThat works fine as long as there's no physically-based emission (say based off temperature or heat blackbody). Averaging (filtering) temperature values will give you slightly incorrect results at the edges. For WebGL stuff, that's probably not a problem, but it shows up in production offline rendering and needs to be dealt with differently.
- Impossible 8y agoThis GPU Gems article is a good overview of GPU volume rendering as well (http://developer.download.nvidia.com/books/HTML/gpugems/gpugems_ch39.html http://developer.download.nvidia.com/books/HTML/gpugems/gpug...). Raymarching in the fragment shader is probably better on modern hardware than the approach outlined in GPU Gems but it's still worth a read.
- vecplane 8y agoHey this is super interesting to see, thanks for sharing! That aneurysm model looks really cool with this technique - https://www.willusher.io/webgl-volume-raycaster/#Aneurysm https://www.willusher.io/webgl-volume-raycaster/#Aneurysm
- habi 8y agoThis can also be done in a Jupyter notebook, I'm using this for scientific visualization of 'stuff': https://github.com/maartenbreddels/ipyvolume https://github.com/maartenbreddels/ipyvolume
- aboutruby 8y agoThe foot example with Samsel Linear YGB is simply amazing!