Original Post
We're currently doing raycasting on the gpu and, more precisely, volume rendering. Our big problem right now is the precision, the volume is jumpy when rendering upclose (more specifically inside it) and has strange ring-like artefacts (apart from the normal and expected sampling artefacts when volume rendering). We're rendering several passes storing intermediate results into RGBA16F textures, FLOAT_RGB32_NV don't really work since it does not support GL_LINEAR. Our shaders are all using floats and where possible, the data sent from vs to fs is stored in texCoords (we've seen somewhere that this gives you higher precision than sending stuff as color). The data is stored in 3D textures and it's quite big so we've settled for 16F, but that should be enough and not produce the artefacts that we're getting. We're using both a gf6800 and a quadro fx4500. So.. we are wondering what general things can be done to improve overall precision in gpgpu? Thanks in advance! [Edited by - Bucky32 on April 6, 2006 10:26:54 PM]