What if we have fast polygonization of isosurfaces like Marching Cubes, Marching Tethdrahedra, Enchanced Marching Cubes, Macet Marching Cubes, Dual Contouring, Dual Marching Cubes, etc. with construction of Octree. But this should be considered as background process or masked dynamic updating. This will build rough approximation of that we get using raymarching: depth buffer, intersect/hit coordinates/positions, object id buffer, these will be rendered using regular graphical API OpenGL/Direct3D. Main advantage that it is fast because spatial partioning are developed well for polygonal worlds. Using this approximate information we can use raymarching techniques to calculate other values (lighting, ambient occlusion, shadows, subsurface scattering, emissive surface bleeding) more accurately.
Archive for Декабрь, 2011
Дек
29th
