DX11 - Volume Rendering - Article Misunderstanding

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22 comments, last by Migi0027 10 years, 7 months ago

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/

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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.

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/

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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