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DX11 - Volume Rendering - Article Misunderstanding


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#21   Crossbones+   -  Reputation: 4323

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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


FastCall22: "I want to make the distinction that my laptop is a whore-box that connects to different network"

Blog about... stuff (GDNet, WordPress): www.gamedev.net/blog/1882-the-cuboid-zone/cuboidzone.wordpress.com/


#22   Members   -  Reputation: 1585

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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   Crossbones+   -  Reputation: 4323

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Posted 10 September 2013 - 09:39 AM

The format is: DXGI_FORMAT_R32G32B32A32_FLOAT


FastCall22: "I want to make the distinction that my laptop is a whore-box that connects to different network"

Blog about... stuff (GDNet, WordPress): www.gamedev.net/blog/1882-the-cuboid-zone/cuboidzone.wordpress.com/


#24   Crossbones+   -  Reputation: 4323

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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);

FastCall22: "I want to make the distinction that my laptop is a whore-box that connects to different network"

Blog about... stuff (GDNet, WordPress): www.gamedev.net/blog/1882-the-cuboid-zone/cuboidzone.wordpress.com/





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