Coder Social home page Coder Social logo

volsample's Introduction

volsample

MIT-licensed volume rendering research framework.

Teaser
Teaser video here.

Draft slides describing latest approach here.

Shadertoy volume rendering demo: Mt3GWs
Shadertoy sampling diagram: ll3GWs

Contacts: Huw Bowles (@hdb1 , huw dot bowles at gmail dot com), Daniel Zimmermann (daniel dot zimmermann at studiogobo dot com), Beibei Wang (bebei dot wang at gmail dot com)

Retweet to support this work: https://twitter.com/hdb1/status/769615284672028672

Introduction

Volume rendering in real-time applications is expensive, and sample counts are typically low. When the camera is inside the volume, the volume samples typically move around with the camera which can cause severe aliasing. This repository provides a new, fast, efficient and simple algorithm for eliminating aliasing for this camera-in-volume case.

This repos started as the source code for the course titled A Novel Sampling Algorithm for Fast and Stable Real-Time Volume Rendering, in the Advances in Real-Time Rendering in Games course at SIGGRAPH 2015 [1]. The full presentation PPT is available for download from the course page here. While this is useful reading, the latest implementation takes a new approach which completely replaces most of the approaches introduced in the talk.

The latest approach, Structured Sampling, works differently. See the Algorithm section below.

Running

This is implemented as a Unity 5 project (last run on 5.6) and should "just work" without requiring any set up steps. It should be very easily ported to other Unity versions as well.

Find the current test scenes in the Scenes/ folder. A few volume sampling schemes are implemented for comparison and can be selected via the on screen GUI.

All volume sampling methods and volumetric scenes are implemented into VolumeRender.shader, as shader features. This is a quick and dirty way to associate shader code with unity scenes, and at the same time support different volume sampling approaches, without requiring a ton of shader code duplication.

Algorithm

Draft slides describing latest approach here.

For further understanding it may help to enable the define DEBUG_BEVEL and play with the Bevel amount on the Platonic Solid Blend script. Doing a GPU trace capture in unity can also be helpful to see the dodecahedron.

We hope to publish a full description of this technique soon. Stay tuned!

Bugs and improvement directions

  • The adaptive sampling method published here should be compatible with the new approach and could be reinstated.

References

[1] Bowles H. and Zimmermann D., A Novel Sampling Algorithm for Fast and Stable Real-Time Volume Rendering, Advances in Real-Time Rendering in Games course, SIGGRAPH 2015. Course page.

volsample's People

Contributors

huwb avatar wangningbeinjust avatar cowhunt avatar

Watchers

James Cloos avatar 陌简楠 avatar

Recommend Projects

  • React photo React

    A declarative, efficient, and flexible JavaScript library for building user interfaces.

  • Vue.js photo Vue.js

    🖖 Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.

  • Typescript photo Typescript

    TypeScript is a superset of JavaScript that compiles to clean JavaScript output.

  • TensorFlow photo TensorFlow

    An Open Source Machine Learning Framework for Everyone

  • Django photo Django

    The Web framework for perfectionists with deadlines.

  • D3 photo D3

    Bring data to life with SVG, Canvas and HTML. 📊📈🎉

Recommend Topics

  • javascript

    JavaScript (JS) is a lightweight interpreted programming language with first-class functions.

  • web

    Some thing interesting about web. New door for the world.

  • server

    A server is a program made to process requests and deliver data to clients.

  • Machine learning

    Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.

  • Game

    Some thing interesting about game, make everyone happy.

Recommend Org

  • Facebook photo Facebook

    We are working to build community through open source technology. NB: members must have two-factor auth.

  • Microsoft photo Microsoft

    Open source projects and samples from Microsoft.

  • Google photo Google

    Google ❤️ Open Source for everyone.

  • D3 photo D3

    Data-Driven Documents codes.