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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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    1. 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.

      9 replies 3 retweets 46 likes
    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
      Gavan Woolery‏ @gavanw Oct 14
      Replying to @SculptrVR

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

      6:59 PM - 14 Oct 2018
      • 1 Like
      • Nathan SculptrVR
      1 reply 0 retweets 1 like
        1. Nathan SculptrVR‏ @SculptrVR Oct 14
          Replying to @gavanw

          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..

          0 replies 0 retweets 2 likes
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