3 ms·
It started interestingly, but then > This blog post assumes a vague understanding of implicit surface rasterization, and how interval arithmetic is used to bo
by 3abiton 1y ago
It started interestingly, but then
> This blog post assumes a vague understanding of implicit surface rasterization, and how interval arithmetic is used to both skip regions of space and simplify complex expressions.
Can anyone give me a quick rundow of the article?
- meindnoch 1y agoWhich part do you not understand? An implicit surface is defined by F(x,y,z) = 0. Implicit surfaces can be rendered by checking whether the camera ray going through pixel x,y intersects the surface or not. An axis-aligned bounding box (AABB) in 3D is the product of intervals [x_min, x_max]x[y_min, y_max]x[z_min, z_max]. The interval extension of F(x,y,z) gives you an interval [F_min, F_max] for such an AABB. If [F_min, F_max] doesn't contain 0, then you can discard the whole AABB for rendering purposes, because the surface is guaranteed to be not there. This can speed up rendering substantially.
- 3abiton 1y agoKudos for replying, that's already quite helpful.