Isosurface Raytracing Shader
This little exercise uses Keenan Crane's rayracing algorithm from the quaternion julia set to render isosurfaces on the GPU. You can download the shader here. Here is a video from Paul Bourke's The Blob surface:
Next Generation Graphics
This little exercise uses Keenan Crane's rayracing algorithm from the quaternion julia set to render isosurfaces on the GPU. You can download the shader here. Here is a video from Paul Bourke's The Blob surface:
3 Comments:
Hi,
This is really impressive. I've actually downloaded your vvvv IsoSurface Raytrace shader, and have been trying to translate it into GLSL. I'm not sure if I've got it right though. I'm certainly not getting anything like your video, sadly!
I wondered if you could give me some idea about the approximate ranges you're using for the various controls there, so I can setup the controls here to the same range. I'll then have a better idea of what I need to tweak.
Cheers,
alx
hi alx, the view onto the scene (camera) depends on the vertex data of the mesh. you should have a look at the implementation in the patch. but it might be easier to download the julia fractal code from keenan crane's site and modify it... was this of any help?
Hi,
thanks for getting back to me. I missed your reply here.
I'm afraid I'm still a bit confused about this one :(
I can see from the vvvv help patch that there's quite a complex chain of matrix transformations going on to change the camera view. Unfortunately, in the program I'm working in, I can only access vertex positions inside a vertex shader, so I have to try and emulate the vvvv eyePos/texture transformation in a shader, which I'm finding very difficult.
Hmmm...
Incidentally, Keenan Crane's original shader code doesn't seem to have any provision for changing the camera viewpoint, unless I'm missing something obvious...
Anyway, thanks for the advice. I will investigate some other avenues.
a|x
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