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gavanw's profile
Gavan Woolery
Gavan Woolery
Gavan Woolery
@gavanw

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Gavan Woolery

@gavanw

Final boss @rollrolldie, programmer of @voxelquest, currently @lawnlove

San Diego, CA
voxelquest.com
Joined July 2007

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    Gavan Woolery‏ @gavanw Oct 14

    I think I may have a “new” rendering method that beats traditional rasterization and ray tracing in most general cases, yet utilizes aspects of both. TBD how well it works, I’ll post the results regardless.

    10:32 AM - 14 Oct 2018
    • 3 Retweets
    • 46 Likes
    • Amit Patel Nina Woolery Immortaly007 dairin0d Noda Artem Bashev Flintsteel λ Halcyon Dynamics Ltd Vortex
    9 replies 3 retweets 46 likes
      1. New conversation
      2. Nathan SculptrVR‏ @SculptrVR Oct 14
        Replying to @gavanw

        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!

        1 reply 0 retweets 1 like
      3. Gavan Woolery‏ @gavanw Oct 14
        Replying to @SculptrVR

        I don’t think my method will beat out dedicated hardware of any sort, unless it had its own hardware support.

        1 reply 0 retweets 1 like
      4. Nathan SculptrVR‏ @SculptrVR Oct 14
        Replying to @gavanw

        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.

        1 reply 0 retweets 1 like
      5. Gavan Woolery‏ @gavanw Oct 14
        Replying to @SculptrVR

        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.

        2 replies 0 retweets 2 likes
      6. Nathan SculptrVR‏ @SculptrVR Oct 14
        Replying to @gavanw

        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.

        1 reply 0 retweets 1 like
      7. Gavan Woolery‏ @gavanw Oct 14
        Replying to @SculptrVR

        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.

        1 reply 0 retweets 2 likes
      8. Nathan SculptrVR‏ @SculptrVR Oct 14
        Replying to @gavanw

        Well I definitely give you the benefit of the doubt. It sounds awesome and I'm excited to learn more!

        1 reply 0 retweets 1 like
      9. Gavan Woolery‏ @gavanw Oct 14
        Replying to @SculptrVR

        Thanks - I’m still slightly doubtful myself, I usually fail to account for something

        1 reply 0 retweets 1 like
      10. 1 more reply
      1. New conversation
      2. Bananaft‏ @Bananaft Oct 15
        Replying to @gavanw

        Neural network that reads graphics API calls and predicts the result?

        1 reply 0 retweets 4 likes
      3. Gavan Woolery‏ @gavanw Oct 15
        Replying to @Bananaft

        I considered NNs but did not use them :)

        0 replies 0 retweets 1 like
      4. End of conversation
      1. Gavan Woolery‏ @gavanw Oct 14
        Replying to @Oursique

        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.

        0 replies 0 retweets 3 likes
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      1. New conversation
      2. Andreas Aronsson‏ @BOLL7708 Oct 14
        Replying to @gavanw

        RemindMe! 2 weeks "was it SDFs?"

        1 reply 0 retweets 1 like
      3. Gavan Woolery‏ @gavanw Oct 14
        Replying to @BOLL7708

        not sdf related, but sdf-compatible :)

        0 replies 0 retweets 1 like
      4. End of conversation
      1. New conversation
      2. Schrompf‏ @DerSchrompf Oct 14
        Replying to @gavanw

        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.

        1 reply 0 retweets 1 like
      3. Gavan Woolery‏ @gavanw Oct 14
        Replying to @DerSchrompf

        Count me as skeptical too. The first thing that pops into my mind is that many people have already tried to “solve” rendering:)

        0 replies 0 retweets 1 like
      4. End of conversation
      1. New conversation
      2. ƧƬΣVΣ ᄂΛᄃY‏ @sklacy Oct 14
        Replying to @gavanw

        Does it have infinite resolution and infinite detail? 🤣

        1 reply 0 retweets 3 likes
      3. Gavan Woolery‏ @gavanw Oct 14
        Replying to @sklacy

        “Yes” ;)

        0 replies 0 retweets 0 likes
      4. End of conversation
      1. New conversation
      2. ᗩᕮSTᕼᗪᕮᐯ‏ @AestheriaGame Oct 15
        Replying to @gavanw

        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.

        1 reply 0 retweets 1 like
      3. Gavan Woolery‏ @gavanw Oct 15
        Replying to @AestheriaGame

        That sounds cool. But no 😂

        0 replies 0 retweets 0 likes
      4. End of conversation

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