May 2017
Intermediate to advanced
982 pages
22h 42m
English
In this recipe, we will implement splatting on the GPU. The splatting algorithm converts the voxel representation into splats by convolving them with a Gaussian kernel. The Gaussian smoothing kernel reduces high frequencies and smoothes out edges giving a smoothed rendered output.
The code for this recipe is in the Chapter7/Splatting directory.
Let us start this recipe by following these simple steps:
std::ifstream infile(filename.c_str(), std::ios_base::binary); if(infile.good()) { pVolume = new GLubyte[XDIM*YDIM*ZDIM]; infile.read(reinterpret_cast<char*>(pVolume), XDIM*YDIM*ZDIM*sizeof(GLubyte)); infile.close(); return true; ...Read now
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