Age | Commit message (Collapse) | Author | |
---|---|---|---|
2022-09-21 | Replace deprecated gl_FragColorHEADmaster | Adrian Kummerlaender | |
2020-06-20 | Fix usage of MomentsTexture in volumetric examples | Adrian Kummerlaender | |
2020-06-19 | Remove unnecessary particle import | Adrian Kummerlaender | |
2019-12-31 | Improve SDF rendering quality, performance | Adrian Kummerlaender | |
2019-12-28 | Adapt existing channel example to new SDF-based rendering and voxelization | Adrian Kummerlaender | |
2019-10-08 | Improve mouse monitoring, add 3d view shift support | Adrian Kummerlaender | |
2019-09-25 | Use floats for texture storage, test curl visualization | Adrian Kummerlaender | |
Using `GL_RGBA32F` as the texture storage format instead of packing values into the unit interval. | |||
2019-09-23 | Implement basic diffusive lighting in volumetric raytracer | Adrian Kummerlaender | |
Approximated surface normals are encoded into the moments texture. These normals are restored when the ray marcher encounters an impermeable cell. Note that normals are shifted to be >= 0 as negative values are not representable using OpenGL textures. If this prototype works out it might be preferable to calculate better surface normals during preprocessing to be stored separately. Compare to 6123c8a. | |||
2019-09-22 | Move Projection, Rotation into separate module | Adrian Kummerlaender | |
2019-09-22 | Extract projection, add zoom support | Adrian Kummerlaender | |
2019-09-22 | Enable mouse-based view rotation | Adrian Kummerlaender | |
2019-09-22 | Rotate around initial Z-axis | Adrian Kummerlaender | |
2019-09-21 | Fix naming | Adrian Kummerlaender | |
2019-09-21 | Fix ray calculation | Adrian Kummerlaender | |
i.e. use the inverse rotational matrix to project the camera position into lattice space | |||
2019-09-21 | Play around with volumetric rendering using ray marching | Adrian Kummerlaender | |