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Adding Ground truth
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README.md

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@@ -24,6 +24,13 @@ A volume rendering application with different techniques, trying to be as simila
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* 1-Pass - Ray Casting
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- Structured Single-pass GLSL Ray Casting
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* 1-Pass - Ray Casting - Cone Ground Truth (Steps)
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- Structured Single-pass Ray Casting: Directional Ambient Occlusion and Shadows with Cone Tracing
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- Ray Tracing Ground Truth
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- Implements:
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- Directional Ambient Occlusion
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- Cone Shadows
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* 1-Pass - Ray Casting - Dir. Occlusion Shading
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- Structured Single-pass Ray Casting: Directional Ambient Occlusion and Shadows with Cone Tracing
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- Leonardo Q. Campagnolo, Waldemar Celes. Interactive directional ambient occlusion and shadow computations for volume ray casting. Computers & Graphics, Volume 84, 2019, Pages 66-76, ISSN 0097-8493. doi: 10.1016/j.cag.2019.08.009.

cppvolrend/CMakeLists.txt

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@@ -33,6 +33,9 @@ add_executable(cppvolrend
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# GPU Image Order Ray Casting
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structured/rc1pass/rc1prenderer.cpp structured/rc1pass/rc1prenderer.h
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# Directional Ambient Occlusion and Cone Shadows Ground Truth
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structured/rc1pcrtgt/crtgtrenderer.cpp structured/rc1pcrtgt/crtgtrenderer.h
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# Directional Occlusion Shading for Single Pass GPU Ray Casting
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structured/rc1pdosct/conegaussiansampler.cpp structured/rc1pdosct/conegaussiansampler.h
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structured/rc1pdosct/dosrcrenderer.cpp structured/rc1pdosct/dosrcrenderer.h

cppvolrend/main.cpp

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#include "volrendernull.h"
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// 1-pass - Ray Casting - GLSL
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#include "structured/rc1pass/rc1prenderer.h"
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#include "structured/rc1pcrtgt/crtgtrenderer.h"
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#include "structured/rc1pdosct/dosrcrenderer.h"
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//-----------------------------------------------------------------------------------------------------------------------------------------------------------------
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//-----------------------------------------------------------------------------------------------------------------------------------------------------------------
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// 1-pass - Ray Casting - GLSL
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RenderingManager::Instance()->AddVolumeRenderer(new RayCasting1Pass());
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RenderingManager::Instance()->AddVolumeRenderer(new RC1PConeLightGroundTruthSteps());
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RenderingManager::Instance()->AddVolumeRenderer(new RC1PConeTracingDirOcclusionShading());
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//-----------------------------------------------------------------------------------------------------------------------------------------------------------------
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