I am currently trying to learn ray casting on a 3D texture using something like glTexImage3D
. I was following this tutorial from the start. My ultimate goal is to produce a program which can work like this:
My understanding is that this was rendered using a raycasting method and the model is imported as a 3d texture. The raycasting and texture sampling tasks were performed in the fragment shader. I hope I can replicate this program as a practice. Could you kindly answer my questions?
- What file format should be used to import the 3D texture?
- Which glsl functions should I use in detecting the distance between my ray and the texture?
- What are the differences of 3D texture sampling and volume rendering?
- Are there any available online tutorials for me to follow?
- How can I produce my own 3D texture? (Is it possible to make one using blender?)