[Ves] Where is the Ray-casting shader source codes in ves?

Aashish Chaudhary aashish.chaudhary at kitware.com
Tue Jun 18 09:58:09 EDT 2013


Not sure what you mean. But you would make 2D slices along z for instance
and use these slices to compute the pixel value at any given location.



On Tue, Jun 18, 2013 at 4:17 AM, 田茂春 <tian_mao_chun at 126.com> wrote:

> ok,But what is the theory of ves realizing the volume rendering ,can you
> tell me?.I just want to get a better learning to ves.thanks!
> if we realize the volume rendering througe the 2d texture slicing, do I
> need  three copy along the axis(x,y,z)?
>
>
>
> 在 2013-05-24 22:21:35,"Aashish Chaudhary" <aashish.chaudhary at kitware.com>
> 写道:
>
> Hi,
>
>
>
> On Fri, May 24, 2013 at 9:17 AM, 田茂春 <tian_mao_chun at 126.com> wrote:
>
>> Hello,everyone.I am a fresher for ves.Because some  mobile devices are
>> lack of supporting 3d texture.
>>
>
> Yes ES 2.0 does not have 3D texture support. However, you can slice your
> 3D texture and then use that in the shader.
>
>
>> So  I want to know how the ves realized the ray-casting.Does anyone who
>> can tell me the ves's Ray-casting shader source codes or the theory? Thanks.
>>
>
> We don't have a ray cast shader in the source code (unless someone added
> recently). You can do a google search. Any of the GL shader (with
> modifications for ES 2.0) will work.
>
>
>
>>
>>
>>
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>>
>>
>
>
> --
> | Aashish Chaudhary
> | R&D Engineer
> | Kitware Inc.
> | www.kitware.com
>
>
>
>


-- 
| Aashish Chaudhary
| R&D Engineer
| Kitware Inc.
| www.kitware.com
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