In this recipe, we will implement classification to the 3D texture slicing presented before. We will generate a lookup table to add specific colors to specific densities. This is accomplished by generating a 1D texture that is looked up in the fragment shader with the current volume density. The returned color is then used as the color of the current fragment. Apart from the setup of the transfer function data, all the other content remains the same as in the 3D texture slicing recipe. Note that the classification method is not limited to 3D texture slicing, it can be applied to any volume rendering algorithm.
OpenGL Development Cookbook
By :
OpenGL Development Cookbook
By:
Overview of this book
OpenGL is the leading cross-language, multi-platform API used by masses of modern games and applications in a vast array of different sectors. Developing graphics with OpenGL lets you harness the increasing power of GPUs and really take your visuals to the next level.
OpenGL Development Cookbook is your guide to graphical programming techniques to implement 3D mesh formats and skeletal animation to learn and understand OpenGL.
OpenGL Development Cookbook introduces you to the modern OpenGL. Beginning with vertex-based deformations, common mesh formats, and skeletal animation with GPU skinning, and going on to demonstrate different shader stages in the graphics pipeline. OpenGL Development Cookbook focuses on providing you with practical examples on complex topics, such as variance shadow mapping, GPU-based paths, and ray tracing. By the end you will be familiar with the latest advanced GPU-based volume rendering techniques.
Table of Contents (15 chapters)
OpenGL Development Cookbook
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Free Chapter
Introduction to Modern OpenGL
3D Viewing and Object Picking
Offscreen Rendering and Environment Mapping
Lights and Shadows
Mesh Model Formats and Particle Systems
GPU-based Alpha Blending and Global Illumination
GPU-based Volume Rendering Techniques
Skeletal and Physically-based Simulation on the GPU
Index
Customer Reviews