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Questions tagged [volumetric]

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How to handle different data types (uint8, uint16, float) in Volume Datasets?

So I've written a personal volume renderer which currently visualizes datasets (CT-Scans mostly) that have a .raw extension and the values are in the range ...
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0answers
32 views

Deep Learning for 3D Point Clouds, volume detection and meshing

I'm working (as a Post-doc) on an archaeological excavation point cloud dataset with over 2.5 Billion points. This points come from a trench, a cuboid 10 x 10 x 3 m. Each point cloud is a layer, the ...
3
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1answer
61 views

Adding two fogs

When calculating fog along the ray we have two main part- transmittance and scattering. What happens when we have two different fogs? With different extinction and color? Both extinction and color ...
3
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0answers
97 views

Can I use Path tracing together with Ray Marching?

So I'm trying to render participating media like clouds/sky/fog (Sky is the first step) etc. I had already implemented a normal pathtracer and I was thinking of extending it. But I heard terms like ...
0
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1answer
46 views

Local Coordinates of Deformed Lattice

I'm making a lattice based volume FFD and I'm having trouble with gaps in my data resulting from doing a typical deformer. I think I need to go through the voxels in the deformed lattice and then find ...
-1
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1answer
100 views

Unsolved Problems in CQ to this day?

What problems haven't been solved yet when it comes for instance in rendering,deferred rendering, Volumetric lighting, ambient occlusion or in any other interesting area. When i say unsolved problems, ...
1
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2answers
156 views

Ghosting in volumetric lighting

Does anyone know any method to remove ghosting in volumetric lighting? When light move it leaves trail behind, i would like to remove it. Volumetrics are Bart Wronski style (in frustum) with ...
0
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1answer
65 views

Choosing corner values for trilinear interpolation

I'm caching distances for SDF functions in volume textures for faster rendering, and I'd like to use trilinear interpolation for smoother edges. I know that I'll need distance values at each corner; ...
1
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0answers
39 views

Has anybody extended parametric surfaces to volume density representations usefully?

Current mainstream technology does not really model the density functions very well. Yeah, we can use volumetric grids, FEM, voxel representations and particle clouds that define densities. But these ...
0
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1answer
142 views

How to compute volume of intersection of non-axis-aligned cuboids in 3D?

Given two cuboids in 3D space (8 vertex coordinates each) that are arbitrarily oriented, how can we find the volume of overlap between them in the fastest manner?
2
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0answers
151 views

Not understanding the lighting equation for volumetric cloud rendering

I've been looking The Real-time Volumetric Cloudscapes of Horizon-Zero Dawn, but I'm very confused by a few terms. The presentation mentions "The Henyey-Greenstein phase function" on page 54, ...
4
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1answer
236 views

Experimental real-time shadowing techniques?

The three most popular shadowing techniques for real time applications are: Shadow maps Advantages: Fast "Simple" Disadvantages: Numerical limitations lead to artifacts and jaggy shadows You ...
4
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1answer
295 views

How to do heterogeneous volume absorption using path tracing?

I want to do volume rendering using path tracing with a absorption only model. And my data is in a 3D grid, which is turned into a voxel medium in my renderer. However, I can't seem to be correct ...
3
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1answer
277 views

Volumetric raycasting with transparent rasterized geometry

I have an idea of how to render opaque rasterized geometry alongside raycast volumes: Render rasterized geometry to a depth map and also a render target When raycasting, check position against the ...
4
votes
1answer
958 views

Volume Rendering (Path Tracing & Real-Time)

I have a few doubts and questions regarding volume rendering, I was hoping someone here could help me understand. I commonly hear the terms 'Ray-Marching' & 'Volume Rendering' being used together ...
3
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2answers
222 views

Frustum aligned volume integration - aliasing issue - temporal reprojection

Raw volume raymarching especially aligned with frustum seem to produce a lot of aliasing/banding on edges of shadow map. Especially when fragment pos is far because step length is then getting bigger. ...
5
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1answer
335 views

mapping 3d texture on view frustum (or part of it)

I'm implementing volumetric fog in my OpenGL renderer. First I inject color into 3D texture using compute shader, atomic operations and shadow map visibility check. The information I use to compute ...
6
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1answer
165 views

Volume Rendering in simple words

I am looking for a explanation about volume rendering in simple words, a step by step kind of, like ray tracing: for every pixel in the screen plane, trace a ray starting from the eye point to ...
10
votes
3answers
3k views

How are volumetric effects handled in raytracing?

How are volumetric effects such as smoke, fog, or clouds rendered by a raytracer? Unlike solid objects, these don't have a well-defined surface to compute an intersection with.
11
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1answer
244 views

Volumetric rendering fundamental concepts and terminology

Literature on rendering volumetric materials and effects tends to use a lot of mathematical physics terminology. Let's say that I have a decent handle on the concepts involved in surface rendering. ...