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Raymarching artifact on cube edges

Started by December 04, 2022 11:06 AM
3 comments, last by graphicsnoob 1 year, 11 months ago

RED LINE means an edge.

Hello everyone! Trying to raymarch a volume.

Geometry is just a volume with signed distances, i raymarch it using naive iterative approach for now. Artifact on edges is like when you change FOV, idk how to describe it. I guess it comes from incorrect ray direction. Hope this description is enough.


I draw a cube and start raymarching , but have a strange artifact on every edge of the cube (Something like a distortion). How could this be solved?
On the faces it looks 100% correct.
I transform cube vertices to World Space, take ray direction vector by subtracting cube pixel point from Camera position and start raymarching, but still it doesnt work.
Any help is appreciated!
Thanks a lot!

You tell us literally nothing. Ray marching can mean a lot.

How do you represent geometry? Polygons? Density volume? Signed distance volume? Binary voxel volume?

What's your ray marching? Sphere tracing? Or rays sharing common origin? Likely you want to post some code as well.

And what precisely is your problem? Spikes? Rounded edges?

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@JoeJ Sorry. Will describe more now

@JoeJ Check it out!

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