OpenGL's 3-D texture mapping can be used to do some fantastic volume
rendering, though is limited to regular grids. There's also been some
great work at Stanford, at least, to put the application of the transfer
function down on the card so that you can change it in real time.
I would *love* to see this sort of capability added to OpenDX. I think it
would be fairly straightforward to add as a special-purpose volume-only
renderer.
Greg
David Thompson
<[EMAIL PROTECTED]> To:
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Sent by: cc:
[EMAIL PROTECTED] Subject: Re: Re: [opendx-users]
Volume rendering tutorial problems
son.ibm.com
06/13/2003 03:59 PM
Please respond to
opendx-users
The difference is in the rendering algorithms. Just like Rayshading
is much better than anything that dx can produce; the Phaung shading
in software rendering is much better than the shading in OpenGL.
Also, OpenGL does not support a volume rendering option (thus the
limitations you're seeing). It is possible to simulate volume
rendering by using an opacity map on the solid volumes with hardware,
but that is the best you can do.
David
> > Make sure to try software rendering. Hardware does not support volume
>> rendering.
>>
>> David
>
>Oooo... Pretty! But, why doesn't volume rendering work in hardware
>mode? I have noticed that some pictures just look better in software
>than in hardware mode (less gleam, better gradual change of hues and
>colours), does this have anything to do with it?
>
>Maarten
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David L. Thompson Visualization and Imagery Solutions,
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mailto:[EMAIL PROTECTED] 5515 Skyway Drive, Missoula, MT 59804
Phone : (406)756-7472
- [opendx-users] Volume rendering tutorial problems cymric
- Re: [opendx-users] Volume rendering tutorial problems David Thompson
- Re: Re: [opendx-users] Volume rendering tutorial prob... cymric
- Re: Re: [opendx-users] Volume rendering tutorial ... David Thompson
- Hardware rendering differences (was:Re: [open... Neil Carlson
- Re: Re: [opendx-users] Volume rendering tutorial prob... Gregory D Abram
