You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
The idea is the following: all the steps that can be done conservatively in the vertex shader, are a cost saved many folds in the fragment shader.
Considering this vertex shader marching as a low resolution pass, I suspect that there is a tradeoff between that resolution, how many steps can be done, and how much cost is saved. I also suspect that this tradeoff will likely be optimal somewhere between 16x16 and 64x64 pixels.
If this approach works, there will be non trivial problems to solve, including the correct duplication of the shader.
To know if it's worth it, a first step is simply to test doing such a 2 stage ray marching.
The text was updated successfully, but these errors were encountered:
The idea is the following: all the steps that can be done conservatively in the vertex shader, are a cost saved many folds in the fragment shader.
Considering this vertex shader marching as a low resolution pass, I suspect that there is a tradeoff between that resolution, how many steps can be done, and how much cost is saved. I also suspect that this tradeoff will likely be optimal somewhere between 16x16 and 64x64 pixels.
If this approach works, there will be non trivial problems to solve, including the correct duplication of the shader.
To know if it's worth it, a first step is simply to test doing such a 2 stage ray marching.
The text was updated successfully, but these errors were encountered: