21 minutes ago, KarimIOAH said:
For water it could be raytracing, but for terrain, as I thought the suggestion was for, it'd be ray-marching.
You can do the whole thing in pixel shader in which case you need to do ray marching to have correct occlusion. If you do it in a vertex shader, you only need to trace the reference plane, then displace vertices and you get occlusion out of the box with the depth buffer after reprojecting onto the screen.
23 minutes ago, KarimIOAH said:
Also are you suggesting the reprojected grid water only for GPUs without tessellation, or including those with it? Are there benefits to the regular tessellation method aside from the shimmering? And if I do use regular tessellation, would geomipmapping make sense?
I wouldn't use any tessellation with this, you only have to use a vertex shader really. You can do any grid resolution you want and you get level of detail out of the box. Tessellation would make sense with geomipmapping.
28 minutes ago, KarimIOAH said:
I was referring to adding "holes" in the heightmap, and then doing the caves separately (whether voxel-based or mesh-based).
I guess you could discard holes if you use a geometry shader with the reprojected grid technique, though as I said for terrain rendering this technique might not be what you are looking for.
30 minutes ago, KarimIOAH said:
Hahaha I was referring to an FFT water video series, but I realized that is from the OreonEngine YouTube channel My mistake! Either way I do follow your videos!
Thanks for following, I also added ocean rendering with FFT simulation and I am using the reprojected grid for it. Planning to make a larger video some time with ocean included.