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Hi all,
I've been looking to improve my SSR implementation from just traditionally marching in world space and projecting back to screen space.
I camr across a paper entitled “Efficient GPU Screen-Space Ray Tracing” by Morgan Mcguire https://jcgt.org/published/0003/04/04/ which uses DDA to march in s…
For future reference, here's a paper which presents a DDA to visit each cell touched by a ray:
@Koen Yeah i feel this is the case too, it almost works but at certain positions and angles entire coarse voxel regions are culled as can be seen below in this video:
https://i.gyazo.com/d9453d12ceffc9635772a8e6481c4b4f.mp4
My only guess is the ray must jump into the wrong occupancy map voxels whic…
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