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JDX_John

Real-time volumetric rendering techniques

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I'm keen to get an overview of how volumetric objects can be represented and rendered on reasonably modern but non-specialist hardware. Things like voxel rendering, solid-bodies, etc - and also how to actually have data-structures that describe complex volumetric shapes. I'm not looking specifically at any one approach like voxels or solid-bodies, but in general.

Any information is welcome, from links, to techniques I can use as search terms, to screenshots/discussion of your own projects.

I imagine that these days it's very shader-oriented, is that correct?

Thanks for any help, I look forward to an enlightening discussion!

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The best technique still seems to be...

http://developer.download.nvidia.com/books/gpu_gems_3/samples/gems3_ch30.pdf

Curious if anyone is aware of anything 'better'.

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The book looks good but it's getting on for $100 in the UK. The PDFs are interesting but a little limited.

Using slices is fairly obvious, but how would you actually represent a solid 3D body in a more 'real' way that it could also be used in collision detection and so on?

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