Timeline for How can I use the graphics pipeline to render volumetric data based on a density function?
Current License: CC BY-SA 3.0
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Jul 16, 2017 at 0:40 | history | edited | Vaillancourt♦ |
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Aug 6, 2014 at 15:30 | history | edited | user1430 | CC BY-SA 3.0 |
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Aug 4, 2014 at 10:14 | vote | accept | The Light Spark | ||
Aug 3, 2014 at 19:19 | comment | added | Patrick Hughes | It sounds like you just want to build an isosurface, which is a well studied problem. Have you seen http.developer.nvidia.com/GPUGems3/gpugems3_ch07.html or searched on Metaballs, point cloud visualization, isosurface extraction, or volume rendering? Also, what kind of performance do you require, that will make a huge difference on the choice of technique you search for when combined with the complexity of your calculations. I think that you'll also find that per-pixel will cause shimmering when the camera moves, and sub-pixel will be required. | |
Aug 3, 2014 at 7:04 | answer | added | Nathan Reed | timeline score: 18 | |
Aug 3, 2014 at 6:40 | comment | added | The Light Spark | @Pharap, that was a typo. its simply "desity functon" which represents the presence of "matter" in the space. | |
Aug 3, 2014 at 6:38 | history | edited | The Light Spark | CC BY-SA 3.0 |
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Aug 3, 2014 at 4:17 | comment | added | Pharap | Is 'function density function' a tautology? | |
Aug 3, 2014 at 3:07 | history | edited | The Light Spark | CC BY-SA 3.0 |
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Aug 2, 2014 at 20:05 | answer | added | Aaron | timeline score: 5 | |
Aug 2, 2014 at 18:56 | history | tweeted | twitter.com/#!/StackGameDev/status/495644243730640897 | ||
Aug 2, 2014 at 18:06 | answer | added | Sean Middleditch | timeline score: 6 | |
Aug 2, 2014 at 17:58 | review | Close votes | |||
Aug 6, 2014 at 15:31 | |||||
Aug 2, 2014 at 17:24 | history | asked | The Light Spark | CC BY-SA 3.0 |