Pictures above from: http://www.cs.utah.edu/~jmk/simian/ There is quite a bit of documentation and papers on volume rendering. But there aren't many good tutorials on the subject (that I have seen). So this tutorial will try to teach the basics of volume rendering, more specifically volume ray-casting (or volume ray marching). What is volume ray-casting you ask? You didn't?
The discussion on hand this time is optimizing the performance of the volume renderer. I’ll cover a few of these optimizations and provide a rough implementation of one of them. Cache Efficiency and Memory Access Picture from Real-time Volume Graphics. Currently we load our volume data into a linear layout in memory.
To try and expand my programming horizons a bit, I am working on a version of the HMEngine (codenamed Haze for the moment) using C++ and the latest DirectX version. It has been a while since I have coded anything large in C++ so I’m sure there will be a bit of a curve getting back into it.
Stephen Styrchak: I looked up the CodeVeil tool he used as an example. The reason Reflector says the assembly doesn't have a valid CLI header is because it doesn't - it is actually a native image! The tool creates a native application with the MSIL assembly embedded as an encrypted resource.
HerrUppoHoppa: XNua is a solution if all you need is Lua scripting for your XNA game project.