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Ray tracing Marathon algorithm
Posted By: ehytoDate: 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.
If hit has a adjacent sector then put previous sector in visited list and check if ray hit any triangles in adjacent.
If hit has no adjacent sector then return triangle information.

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.

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Replies:

Ray tracing Marathon algorithmehyto 11/20/23 3:45 a.m.
     Re: Ray tracing Marathon algorithmBo Lindbergh 11/20/23 5:35 a.m.
           Re: Ray tracing Marathon algorithmehyto 11/20/23 7:51 a.m.
                 Re: Faster ray tracing Marathon algorithmehyto 11/21/23 3:06 a.m.

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