![]() |
![]() |
![]() |
/-/S'pht-Translator-Active/-/ |
![]() | Ray tracing Marathon algorithm | |
![]() | Posted By: ehyto | Date: 11/20/23 3:45 a.m. |
![]() |
I'm trying to mix portal rendering and ray tracing together. There is a way to use portal rendering to reduce the amount of triangles the rays intersect. 1. Start with the player inside a sector. 2. Shoot a ray from camera to pixel then to scene. 3. For every triangle in Sector, check if ray hit.
4. Shoot a ray for each screen pixel and check sectors for hits until done. Check for triangle ray intersection. Only the triangles that are hit by rays get pixels drawn to the screen and won't need any clipping.
|
![]() | |
![]() | ![]() |
![]() |
![]() |
|
![]() | |
![]() | ![]() |
![]() |
![]() | Replies: |
![]() | Ray tracing Marathon algorithm | ehyto | 11/20/23 3:45 a.m. |
![]() | Re: Ray tracing Marathon algorithm | Bo Lindbergh | 11/20/23 5:35 a.m. |
![]() | Re: Ray tracing Marathon algorithm | ehyto | 11/20/23 7:51 a.m. |
![]() | Re: Faster ray tracing Marathon algorithm | ehyto | 11/21/23 3:06 a.m. |
![]() | |
![]() | ![]() |
![]() |
![]() |
|
![]() | Problems? Suggestions? Comments? Email maintainer@bungie.org Marathon's Story Forum is maintained with WebBBS 5.12. |