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I'm finding a way to do 3d filters in directx or opengl shaders, same as the gaussian filter for images.In detail, it is to do proccessing for every voxel of a 3d texture. Maybe store the volume data in slices can do it, but it is not a friendly way to access the volume data and not easy to write in shaders.

sorry for my poor english, any reply will be appreciate.

p.s.:Cuda's texture memory can do this work, but my poor gpu can only run in a very low frame rate with debug model,and i don't know why.

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Direct3D 和 OpenGL 中都有一个 3D 纹理目标。当然,目标帧缓冲区仍然是 2D 的。因此,使用计算着色器、OpenCL 或 DirectCompute 可能更适合纯粹的过滤器目的,不包括渲染到屏幕。

于 2013-07-05T16:04:48.280 回答