<div dir="ltr">Hi all,<div><br></div><div style>I'm in my last year as a Computer Engineering undergraduate, and not as experienced with rendering engines as I had hoped I'd be by now.</div><div style><br></div><div style>
Nonetheless, I'd really like to tackle Volume Rendering in Cycles for the upcoming GSoC.</div><div style><br></div><div style>I believe I understand the challenges - it might be the case that the entire project will be too much for one summer, but perhaps there's a good enough subset of the problem that can serve as basis for future work, even my own.</div>
<div style><br></div><div style>Working out the details of such a proposal is proving to be a challenge, since it isn't trivial to anticipate what the best approaches will be for Cycles - I'm trying to keep interactivity and responsiveness in mind.</div>
<div style><br></div><div style>For now, I'm going over volume data structures (in the lines of field3d (<a href="http://code.google.com/p/field3d/">code.google.com/p/field3d/</a>, but probably less general and simpler) and different models for light scattering.</div>
<div style><br></div><div style>Resources I've been using are both code and books for <a href="https://github.com/mmp/pbrt-v2">pbrt </a>and <a href="https://github.com/pvrbook/pvr">pvr</a>, and the volume rendering course notes of Siggraph '11 (<a href="http://magnuswrenninge.com/productionvolumerendering">http://magnuswrenninge.com/productionvolumerendering</a>).</div>
<div style><br></div><div style>Any ideas to help me along the way?</div><div style>Regards,</div><div style>Rafael. </div><div style><br></div><div style><br></div><div style><br></div><div style><br></div><div style><br>
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