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OpenGL – Build high performance graphics
book

OpenGL – Build high performance graphics

by Muhammad Mobeen Movania, David Wolff, Raymond C. H. Lo, William C. Y. Lo
May 2017
Intermediate to advanced
982 pages
22h 42m
English
Packt Publishing
Content preview from OpenGL – Build high performance graphics

Implementing transfer function for volume classification

In this recipe, we will implement classification to the 3D texture slicing presented before. We will generate a lookup table to add specific colors to specific densities. This is accomplished by generating a 1D texture that is looked up in the fragment shader with the current volume density. The returned color is then used as the color of the current fragment. Apart from the setup of the transfer function data, all the other content remains the same as in the 3D texture slicing recipe. Note that the classification method is not limited to 3D texture slicing, it can be applied to any volume rendering algorithm.

Getting ready

The code for this recipe is in the Chapter7/3DTextureSlicingClassification ...

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Publisher Resources

ISBN: 9781788296724Purchase Link