In some volumes, (I believe this might be limited to texture atlases whose tiles fill the entire texture space with no empty tiles at the end), there was a banding artifact at the top or bottom edge of the volume.
There was excessive noise when looking at side views of the volume.
Bug 1 was fixed by correcting the way I select the z slices from which to sample. This was cleaned up and there seemed to be a clear off-by-one error in there.
Bug 2 was "improved" but not 100% resolved, by changing the step sizes for ray marching through the volume. The step size now accounts for the nonuniform scale of the volume cube, which was implicitly folded into the transformation of the ray direction. Noise is inherent to this volume rendering algorithm, and is intentional to overcome aliasing.
"after" pictures:
1) Banding removed
2) Noise is still present but is less offensive (I couldn't find the exact same image to replicate the before picture)
Two bug fixes are included here.
Bug 1 was fixed by correcting the way I select the z slices from which to sample. This was cleaned up and there seemed to be a clear off-by-one error in there.
Bug 2 was "improved" but not 100% resolved, by changing the step sizes for ray marching through the volume. The step size now accounts for the nonuniform scale of the volume cube, which was implicitly folded into the transformation of the ray direction. Noise is inherent to this volume rendering algorithm, and is intentional to overcome aliasing.