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.