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Latest volumerendering Activity

Something went wrong with volume rendering in DirectX 11

I made a mistake that I should use position as the output of vertex shader, but I incorrectly used the color as the output.

Now it works as expected.

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Volume render empty space skip with DDA not woring

@Koen Yeah i feel this is the case too, it almost works but at certain positions and angles entire coarse voxel regions are culled as can be seen below in this video:

https://i.gyazo.com/d9453d12ceffc9635772a8e6481c4b4f.mp4​​

My only guess is the ray must jump into the wrong occupancy map voxels whic…

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