Original Post
Hi,
I'm trying my hand at some simple volume rendering using the ray marching method. I am using a deferred shading method, where one pass collects the depth of voxel and other pass does all the shading. Things are looking good, except that I seem to be getting 'holes' in my output. I've uploaded a screenshot available at the link below.
http://dl.dropbox.com/u/757277/expire30Aug2010/volRender.png
Does anyone know why this is happening or have any possible solutions? The only thing that I can think of is that some of the rays are getting deviated due to floating point errors.
- Sid
I'm trying my hand at some simple volume rendering using the ray marching method. I am using a deferred shading method, where one pass collects the depth of voxel and other pass does all the shading. Things are looking good, except that I seem to be getting 'holes' in my output. I've uploaded a screenshot available at the link below.
http://dl.dropbox.com/u/757277/expire30Aug2010/volRender.png
Does anyone know why this is happening or have any possible solutions? The only thing that I can think of is that some of the rays are getting deviated due to floating point errors.
- Sid