I’ve written a free surface tracker that evolves a level set as a part of a fluid simulation. Currently I’m rendering the surface of the fluid using a slightly modified version of the volume renderer found in the SDK.
However, I would like to be able to apply environment mapped reflection/refraction, which is difficult using CUDA, as it does not (as I understand it) support cube maps when using linux/OpenGL.
Thus, I would like to copy my 3D scalar level set residing from CUDA a to an OpenGL 3D texture which I can render using an appropriate Cg ray casting shader.
How would I go about doing that? I realize that I should probably use PBOs, but I’m not really sure about the details. I hopy you can help me.