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Add volumetric ray marching visualization to wavesim3d
- Add volume.rs with GPU ray marching shader for 3D pressure visualization
- Use cube proxy geometry to constrain rendering to simulation bounds
- Support R16Float 3D texture with linear filtering for smooth interpolation
- Blue-white-red color mapping for negative/zero/positive pressure
- Front-to-back alpha compositing with configurable density and threshold
Additional fixes:
- Fix infinite loop in binaural audio capture (ensure min 1 sample removed)
- Fix memory issues in step_parallel() with pre-allocated buffers
- Cache depth texture and vertex buffers to prevent recreation each frame
- Change event loop to WaitUntil for ~60fps frame limiting
- Add 'V' key to toggle between volume and slice rendering modes
- Default to volume rendering mode
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
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