3 ms·
Well in honesty it isn't that different for 3d. The beauty of raymarching would be that you could rewrite the raymarcher slightly to tag many "instructions" tha
by whizzter 6y ago
Well in honesty it isn't that different for 3d. The beauty of raymarching would be that you could rewrite the raymarcher slightly to tag many "instructions" that are ambigiously within bounds when rendering one of their "Big-squares" and just let them remain within their described tape for all pixels within that screen-space square. Just skimmed the paper but having written a few raymarchers i see the pseudo-code (maybe not for all shapes/distortions but many in practice).
Same priciple should work for anything with decently good distance function, reifying a mesh or SVO could always be combined with rough culling of the "tapes" since it's all about the distances.