I've read a couple of presentations on volume rendering. (Frostbite volume rendering, AC4 volume fog), They are using 3D texture as intermediate storage that is later used for ray marching (so that you can raymarch once for multiple volume entities). However, you need to 'voxelize' the volume entities into this intermediate 3D storage ... can anyone explain how to achieve this?
i think since the target rt is 3D texture, we need to render the volume entities into each depth slice of 3D texture with adjusted near/far plane ... but not sure.
thanks in advance.