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On 02/07/2015 05:38 AM, Samuel Benge wrote:
> Actually, among other things, I started getting into some 3D programming thanks
> to: a previously downloaded version of Fragmentarium (guidance); a C++ compiler
> & libs; GLSL documentation; POV docs. You know, raytracing via raymarching is
> actually a lot easier to achieve than traditional raytracing due to the fact
> that to make objects you pretty much just produce shape functions, and to render
> you increment a ray variably from the camera until you reach a function's
> threshold (as apposed to developing intersection functions for different shapes
> and using octree optimizations). There's more to it of course, but the point is
> it's simpler (to me anyway). Unfortunately, rendering on the GPU is much more
> limited due to video memory. But hey, real-time isosurfaces! Yeah!
After spending a while Googling this, is appears that "ray marching" is
simply another name for the sphere tracing technique that POV-Ray uses
to render isosurfaces already.
If only it wasn't so damned hard to program GPUs. This stuff sounds fun...
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