There are definitely some ways to out perform rasterization, but not on mobile GPUs yet.. The advantages only seen to crop up when you're dealing with Geo on the order of a couple pixels, and you can't get near that on a phone. I'm excited to hear what you found!
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I don’t think my method will beat out dedicated hardware of any sort, unless it had its own hardware support.
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Oooh! Extra interesting. So it's a theoretical model that can more quickly populate visible surfaces with correctly rendered pixels if given as much hardware support as triangles have.
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yep, in essence a very fast and accurate hashing algorithm that determines where things will appear or are likely to appear (not related to my previous method). Unlike (traditional) rasterization, no overdraw. Unlike (traditional) ray tracing, very little iteration over objects.
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Hell yeah! I've spent a lot of time thinking about hashing after switching to chunked hash sets for our octree format. On the CPU you have to be very careful around cache sizes. Access time is actually O(sqrt (N)), but it's discretized with the cache hierarchy.
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Yep - I have been avoiding methods that span large areas of memory or attempt to cache results using lots of data. The "near miss" cost of rays against octrees or SDFs was also a big inspiration for finding a better solution.
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Well I definitely give you the benefit of the doubt. It sounds awesome and I'm excited to learn more!
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Thanks - I’m still slightly doubtful myself, I usually fail to account for something
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Neural network that reads graphics API calls and predicts the result?
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I considered NNs but did not use them :)
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My method can provide optimizations to polygon rendering, but polygons are actually the worst use-case for my method, at least when they are smaller than a pixel.
Thanks. Twitter will use this to make your timeline better. UndoUndo
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RemindMe! 2 weeks "was it SDFs?"
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not sdf related, but sdf-compatible :)
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Count me interested, but I remain sceptic. This is a huge topic that has been threaded by a lot of very smart and an army of lesser people.
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Count me as skeptical too. The first thing that pops into my mind is that many people have already tried to “solve” rendering:)
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Does it have infinite resolution and infinite detail?

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“Yes” ;)
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Variable Rate raymarched distance field sparse voxel octree approximations of real-time infinitely variably subdividided base meshes, with 1spp ray tracing? I hope so... because I just smashed a bunch of words together.
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That sounds cool. But no
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