So, yes, I wrote this with a more data-viz/science application in mind. However, I think the approach is general enough for wider applications. Although this particular implementation is not super polished, there are a couple good tricks in there:
- The shader operates through a material applied to bounding box. This means that apart from some occlusion stuff, it should “fit” in to the rest of the scene.
- Again, since it is a material applied to a box, textures, lighting, and (possibly) shadows should be pretty simple to integrate.
- It has a couple fancy moves to reduce slice artifacts (half stepping, and some ray jitter).
Would be interesting to hear what use cases there might out there. I guess smoke/liquids is an obvious one…