I am developing a real-time application where I want to perform raycasting on a block-sparse truncated signed distance field (TSDF). For this purpose my though is to use the multi-volume ray cast mapper, where each block can be represented by a
vtkImageData. On every update, I will then update on few of the
Question: Do we shaders that can be used for ray-casting a truncated signed distance field. I will get the colors from the resulting voxel? Do we have an example of ray-casting a TSDF?
Question: Ultimately, I will need to update/modify the
vtkGPUVolumeRayCastMapper to accept meshes and update the TSDF prior to rendering. For this my plan is to re-introduce a compute shader pass. I did this a few years ago.
Question: Is there anyone working on either of the above two challenges?
Thanks in advance