volume rendering


(Fracman) #1

This time, ladies and gentlemen, not any single question, no error, no presumed bug, just & only something for your attention.

A while ago, my friend Jürgen was working on volume rendering, and I now tried to get this into JA :smiley:

Well, thats not real 3D volume rendering, but it is how it works to simulate 3D textures.

The following rotating :skull: modell is in fact a volume of 64 slices with each 64x64 gray scale pixels. So I made 32 caulked brushes, 64x64x1 units large, with one slice of the data set on each side and 1 unit distance to the next brush. This gives a cube - the volume visualisation of the dataset.

image:http://mschreier.tripod.com/dfmod/skull/skull_ingame.png

Sorry, i had to remove the url to the file… see below for q3 file!

The only drawback is: when you just use slices, one time you’ll see them from front, an the other time by side, so the whole thing will disappear. More slices can be added in any directions, but that fast becomes overkill. Better use real 3D textures, but unless there are gigs of video ram available, data sets have to keep small.
But thats another history :wink:


(chavo_one) #2

You forgot the file extension in your link.

http://www.synthzone.com/~mschreier/cg/misc/skull.pk3


(megaman) #3

‘converted’ to q3 and optimized: http://megaman.fragland.net/tmp/fracman_volumes_skull.zip

i changed the paths to textures clearer so someone with lots of texture dirs could still recognize what this is for. i hope that’s no problem for you :]

also, your shader looked very … unclean. i have no clue about jk and if it works there, but i had to clean a lot to make it work in q3.

new shader looks like this:

textures/fracman_volumes_skull/skull-00
{
	q3map_lightimage textures/fracman_volumes_skull/skull-00.tga
	qer_editorimage	textures/fracman_volumes_skull/skull-00.tga
	q3map_surfacelight	200
	surfaceparm nonsolid
	surfaceparm nolightmap
	cull none
	{
		map textures/fracman_volumes_skull/skull-00.tga
		blendfunc add
		rgbgen wave sin .1 0 0 0
	}
}

very nice - where do you get the images for this ?


(-=skOre=-) #4

DAMN friggin sweet !


(Fracman) #5

No, i did not, i even made the word PK3 in bold, but forgot to underline it so it was not visible as link in first view :stuck_out_tongue:

Edit: Ehm… yes i did… you were right… anyways i can’t currently present the file, looking for a new webhost…


(rgoer) #6

http://www.synthzone.com/~mschreier/cg/misc/skull

That is your URL from your first post. There is no file extension. Yes, you did forget.

Anway, though, this is very cool! Nice concept. I too am curious where you found the source images, though? Cool idea… are there more “slices” like this floating about the web?


(Fracman) #7

No problem, thanks :slight_smile:

Yeah, the shaders for JO/JA are a bit different, because they use q3map2 features also.
Main reason is certainly i’m still no expert in writing shaders :smiley:

I’ve extracted the images from the volume data set using a the tool vconv that comes with VirVo, the volume renderer my friend did for his thesis.
You can find volumes in the net. Actual GFX cards support 3D textures, so you may find some examples on their developers websites also.

If you’re interested, PM me and i’ll send you the link to the volume renderer
(no spam, no ads right here :smiley: )


(TheJediYoda) #8

O . O sweet!!

looks awesome!

me ’ ’ shudders ’ ’ @ overdraw :wink:


(LordDaimos) #9

Looks really cool, nicely done :).

/LordDaimos


(sock) #10

Wow that does look so damn cool! :smiley:
That will teach me not to hang out at this forum …

Megaman: Very nice repackage job for q3.

Sock
:moo:


(megaman) #11

hm, thanks. tho that _really is no biggy.

did you receive my email?