Thank you for this quick video! I'm reading a computer vision/graphics paper that does 3D reconstruction using volume rendering principles (neural radiance fields) and this helped me understand some of the terminology used there
This was really nice, i am trying to fake volumes in TD, and with no rayTracing sadly. i use camera space and diffrent alpha values of particles based on camera depth and volume data. What i got here is that since anyway i have no rayCasting(TD reneder rasterize) i need to matematically do the ray functions in the volume data and somehow blend the varius pass togheter.ì, so to get the feelings of a volume. Would be really cool to add a 3dTexture with a computeShader to my pipe line. This is still a bit far from my skills 🙂
@@BobLaramee may be it's very basic question but I want to know from where this ray come from? How data value is stored in the voxel? And how computer sees those voxel data?
@@BobLaramee So, for 3d, 8 data is stored in the voxel corners beforehand manually in the array, right? From where the ray is cast to volume, source of ray?
what is the second approach called in the ray sampling approaches? You say it's the simplest, fastest but least accurate but no name is given Very helpful videos for my revision!
the most helpful video about computer graphics I found on UA-cam
Thank you Susu. Hope you can check out the rest of the channel.
Thank you for this quick video! I'm reading a computer vision/graphics paper that does 3D reconstruction using volume rendering principles (neural radiance fields) and this helped me understand some of the terminology used there
Thanks for watching
Thanks man! Very nice summary of volume rendering.
Thanks for watching.
Bob. Dedham is the home of champions.
Obviously
I heard Londonderry is the home of Legends.
simple yet informative.
Excellent and simple discussion. Thanks a lot.
Thanks for watching.
This was really nice, i am trying to fake volumes in TD, and with no rayTracing sadly. i use camera space and diffrent alpha values of particles based on camera depth and volume data. What i got here is that since anyway i have no rayCasting(TD reneder rasterize) i need to matematically do the ray functions in the volume data and somehow blend the varius pass togheter.ì, so to get the feelings of a volume. Would be really cool to add a 3dTexture with a computeShader to my pipe line. This is still a bit far from my skills 🙂
Thanks for watching
damn.... I never thought of it that way. Thanks, very helpful!
Glad it helps.
You said you'd be posting references and reading material in comments :(
Thanks for watching Dev Pant. You don't see the references and reading in the comments?
Thx, very nice description!
Thanks for watching.
In good webgl/JS library to perform these operations effectively in browser ?
Yes.
Thanks a lot. Understood clearly!
Thanks for watching.
@@BobLaramee may be it's very basic question but I want to know from where this ray come from? How data value is stored in the voxel? And how computer sees those voxel data?
@@ingenuity376 i recommend looking at this lecture for the fundamentals: ua-cam.com/video/pYW3NZgayMs/v-deo.html
@@BobLaramee So, for 3d, 8 data is stored in the voxel corners beforehand manually in the array, right? From where the ray is cast to volume, source of ray?
@@ingenuity376 Yes, also see my slide on Cells verses Voxels.
what is the second approach called in the ray sampling approaches? You say it's the simplest, fastest but least accurate but no name is given
Very helpful videos for my revision!
It could be called nearest-neighbor sampling. Glad you find the videos helpful.
this is so helpful
Thanks for watching.
thank u
Great Whiteboard!😆
It's a good one