OpenGL / GLSL: What is the best cloud / smoke visualization algorithm from bulk data?

I would like to make 3D volume data: Density (can be displayed on the Alpha channel), Temperature (can be displayed on RGB). I am currently simulating a maximum projection of intensity, for example: rendering the densest / opaque pixel at the end. But this method loses the perception of depth.

I would like to imitate the effect, like a fire inside a smoke.

So my question is, what methods in OpenGL generate images based on available data?

Any idea is welcome.

Thanks Arman.

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First, I tried a volume beam caster.

Google " Ray Casting", , . NVidia ( openg) .

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Vertex shader: 2) ( )

: 3) , . 4) while . 3 , . A) , . B) . C) , , .

5) .

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Source: https://habr.com/ru/post/1740138/


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