A volume rendering application with different techniques, trying to be as similar as possible to the results from each paper. Any contribution is welcome!
This specific branch implements Early Depth Testing, both a single pass and a multi-pass version. Inspired by the paper "Acceleration techniques for GPU-based volume rendering" From "Computer Graphics and Visualization Group" at Technical University Munich 2003.
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Developed using Visual Studio cmake extension (2017, 2019).
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Using C++ and GLSL
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Uses glew, freeglut/glfw and glm
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Supported Volumes: .raw, .pvm and .syn
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Supported Transfer Functions: 1D Piecewise linear .tf1d
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1-Pass - Ray Casting
- Structured Single-pass GLSL Ray Casting
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1-Pass - Ray Casting - Cone Ground Truth (Steps)
- Structured Single-pass Ray Casting: Directional Ambient Occlusion and Shadows with Cone Tracing
- Ray Tracing Ground Truth
- Implements:
- Directional Ambient Occlusion
- Cone Shadows
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1-Pass - Ray Casting - Dir. Occlusion Shading
- Structured Single-pass Ray Casting: Directional Ambient Occlusion and Shadows with Cone Tracing
- Leonardo Q. Campagnolo, Waldemar Celes. Interactive directional ambient occlusion and shadow computations for volume ray casting. Computers & Graphics, Volume 84, 2019, Pages 66-76, ISSN 0097-8493. doi: 10.1016/j.cag.2019.08.009.
- Links: Elsevier
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1-Pass - Ray Casting - Extinction-based
- Structured Single-pass Ray Casting: Extinction-based shading
- Schlegel, P, Makhinya, M, Pajarola, R. Extinction-based shading and illumination in gpu volume ray-casting. IEEE Transactions on Visualization and Computer Graphics 2011 Dec;17(12):1795–1802. doi: 10.1109/TVCG.2011.198.
- Links: IEEE
- Missing: Ambient Occlusion with Color Bleeding
- Summed Area Table (SAT) built with extinction coefficient (on CPU).
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1-Pass - Ray Casting - Voxel Cone Tracing
- Single-GPU version implemented just for render comparison
- Structured Single-pass Ray Casting: Voxel Cone Tracing Shadows
- Shih, M., Rizzi, S., Insley, J.A., Uram, T.D., Vishwanath, V., Hereld, M., Papka, M.E., & Ma, K. (2016). Parallel distributed, GPU-accelerated, advanced lighting calculations for large-scale volume visualization. 2016 IEEE 6th Symposium on Large Data Analysis and Visualization (LDAV), 47-55. doi: 10.1109/LDAV.2016.7874309.
- Links: IEEE
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Slice-based - Directional Occlusion
- Structured Slice-based Texture Mapping: Directional Occlusion Shading Model
- Schott, M., Pegoraro, V., Hansen, C., Boulanger, K. and Bouatouch, K. (2009), A Directional Occlusion Shading Model for Interactive Direct Volume Rendering. Computer Graphics Forum, 28: 855-862. doi:10.1111/j.1467-8659.2009.01464.x.
- Links: ACM
