Recitation 5: Rendering Fractals
Recitation 5: Rendering Fractals
Recitation 5: Rendering Fractals
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Better <strong>Rendering</strong><br />
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Fill in volume data with value of distance<br />
function at each point<br />
Copy to volume texture<br />
Step along projected ray and render when you<br />
hit isosurface (value < epsilon)<br />
This is pretty fast when parallelized<br />
– like lab 2