Texture Volume Rendering with GLSL
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This project implements GPU-based volume rendering using GLSL. Rays are cast through a 3D texture volume, with AABB (Axis-Aligned Bounding Box) intersection used to compute entry and exit points for ray traversal. The renderer supports alpha blending for accumulating semi-transparent voxel colors and isocontouring for visualizing surfaces of constant intensity. The combined use of ray marching and transfer functions allows for flexible and efficient real-time rendering of volumetric datasets.