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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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!
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Replying to @SculptrVR
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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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.
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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.
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Replying to @gavanw @SculptrVR
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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