Sammendrag
The RenderMan Interface is interesting in the context of scientific
visualization. With the RenderMan shading language, programmable
control over the steps in the rendering pipeline is possible. As an
example of this, a ray marching volume shader was implemented in the
RenderMan shading language.
Element localization was explored using the Kd-tree space partitioning
data structure. Interpolation of linear tetrahedrons was implemented
using barycentric coordinates. Both of these techniques was
implemented in the Diffpack system.