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  • Welcome
  • FAQ
  • GPU compatibility
  • Introduction
    • Getting Started
    • Rendering Meshes
    • Rendering Volumetric Data
    • Slice and Crop Volume Renderings
    • Attributes API
    • Node transformations
    • Bounding Boxes
  • Controls & Input Handling
    • Custom Controls
    • Gamepads
  • Advanced Topics
    • Custom Rendering Pipelines
    • Instancing
    • Rendering on Distributed Machines
    • Profiling
    • Volume Shaders and Uniforms
    • Network
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  1. Introduction

Rendering Volumetric Data

PreviousRendering MeshesNextSlice and Crop Volume Renderings

Last updated 1 year ago

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For a general explanation on Volume Rendering see

In Scenery volumes are represented by Volume nodes. But, unlike regular meshes, those volumes are not rendered directly, but together at the same time. This is coordinated by the VolumeManager, which is both Hubable and a Node at the same time.

The sampling of each volume is done in the same shader. The shader is auto generated and specific to the amount and type of used volumes. Therefore, adding a volume may trigger a shader rebuild, which is automatically handled by the framework. For more info, see .

NOTE: The scene graph subtree below a Volume node is scaled by the dimensions of the volume. Example: To move a sub node to the position of the voxel at (20,120,49), set its local position to (20,120,49).

See Also

  • Chapter 6 in Ulrik Günters PHD Thesis

  • Advanced Topic

Volume Ray Casting
Volume Shaders and Uniforms
Volume Shaders and Uniforms