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DX11 - Volume Rendering - Article Misunderstanding


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#21 Migi0027   Crossbones+   -  Reputation: 1610

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Posted 09 September 2013 - 12:33 PM

You seem awfully quiet about this subject, did I do something stupid? huh.png


Hi! Cuboid Zone
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#22 Styves   Members   -  Reputation: 996

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Posted 09 September 2013 - 03:00 PM

A few things:

 

  • What format is your back/front textures? If it's 8bit you should scale to 0-1 range for output (if you're using HDR values then you should be fine).
  • Your position should be in texture space. That is, bias and scale it from [-1, 1] to [0, 1] (pos * 0.5 + 0.5) when you read your texture.


#23 Migi0027   Crossbones+   -  Reputation: 1610

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Posted 10 September 2013 - 09:39 AM

The format is: DXGI_FORMAT_R32G32B32A32_FLOAT


Hi! Cuboid Zone
The Rule: Be polite, be professional, but have a plan to kill everyone you meet, ohh, AND STEAL ALL ZE TRIANGLES FROM ZHEM!

#24 Migi0027   Crossbones+   -  Reputation: 1610

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Posted 10 September 2013 - 10:29 AM

Btw, when adding the normalization of the rays, this happens: ( It repeats itself )

 

2e3prut.png

float3 dir = normalize(back - front);

Hi! Cuboid Zone
The Rule: Be polite, be professional, but have a plan to kill everyone you meet, ohh, AND STEAL ALL ZE TRIANGLES FROM ZHEM!




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