I'm trying to implement volumetric billboards in OpenGL 3.3+ as described here
and video here.
The problem I'm facing now (quite basic) is: how do I render a 3D object to a 3D texture (as described in the paper) efficiently? Assuming the object could be stored in a 256x256x128
tex creating 256*256*128*2
framebuffers (because it's said that it should be rendered twice at each axis: +X,-X,+Y,-Y,+Z,-Z
) would be insane and there are too few texture units to process that many textures as far as I know (not to mention the amount of time needed).
Does anyone have any idea how to deal with something like that?