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.
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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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Yeah I'm with you. I've written something like 10 meshing algorithms for SculptrVR certain that each one would be the new best. But only 3 ever were good enough to see the light of day..
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Very curious! No octrees, just a single dictionary lookup based on ray hash? (I'm probably misunderstanding something
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I was picturing something more like splatting but with front-to-back culling done with a hash. I hope you find time to write it up someday :-)
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ill save further details until I have it implemented, but I promise I will write up the implementation!
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