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raymarching grid traversal + custom shapes ?

category: gfx [glöplog]
 
hi guys,

I'm currently working on this shader : https://www.shadertoy.com/view/lssSzn

So it's a grid traversal raymarching, which is very fast, and I'm trying to display custom shapes for each voxels instead of basic cubes.

For now, I can't display anything other than cube or sphere as each voxel.
I tried playing with the "sphereIntersectPOW" function in every way, but still no luck...

Would you have any idea on how to improve this code ?
Thanks !

tomtom
added on the 2015-10-30 00:58:53 by tomtop tomtop
you mean something like this? https://www.shadertoy.com/view/XlfGDs
Not really, because this one doesn't use grid traversal algorithm, which is way faster
added on the 2015-10-30 08:36:01 by tomtop tomtop
Raymarching barely benefits from sparse-voxel octrees. Its almost just as fast without them.

Octrees may help You to find The closest STATIC object faster.

But dynamic and intersecting objects drain octree efficiency too much.

I have This idea to make a binary thee of transforming mirrors between The same shaped signed distance functions.

You traverse trough projections based on what side of The next branching mirror/transform You Are. And in The end there is only one object. Mirrored to a fractal tree of The dynamic shape of your Choice.


Then make 1 tree of transforms foreach shape.

But i didnt overvome too many hurdle- cases of that idea to instance it.
added on the 2016-04-03 20:58:35 by ollj ollj
Do You Want to implement "marching tetraheder" or "marching cubes" and just dient know The names of these methods?
added on the 2016-04-05 18:25:28 by ollj ollj

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