Art, code and miscellaneous experiments from Demoscene Passivist related in some way to JOGL. For more take a look at www.jogamp.org
After porting my fixed function pipeline volume rendering it was time to move on and implement real volume raycasting to overcome the bugs of the old implementation. Currently it’s only a very basic, quite unoptimized straight forward implementation (using threshold based early termination on fragment alpha saturation as the only optimzation). Maybe I should at least consider some of these techniques for an improved version, as the current implementation only runs @~15fps on my lowend 8800M GTX. Source as always on github: cube backface position shaders: .vs .fs and the real volume raycasting shaders: .vs .fs and last but not least the JOGL setup and initialization code: GL3_VolumetricRaycasting_VolumeTexture.java
NIGHTNIGHT by DEDDY