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mdkdy
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Well actually I think I was doing it wrong. I stored raymarching effects in 2D texture. This is not correct because it suffers from issues.

Correct way is store raymarching effect in 3D texture, to get linear interpolation and no banding. And then perform sampling from it.

It seems to improve the result because it fixes some discontinuities. However it still probably needs temporal blending to get it smooth during camera movement.

Indeed the way to get smooth temporal blending independent of camera movement is to add some jitter which is shifted each frame, but it is hard to get it working right.

Well actually I think I was doing it wrong. I stored raymarching effects in 2D texture. This is not correct because it suffers from issues.

Correct way is store raymarching effect in 3D texture, to get linear interpolation and no banding. And then perform sampling from it.

It seems to improve the result because it fixes some discontinuities. However it still probably needs temporal blending to get it smooth during camera movement.

Indeed the way to get smooth temporal blending independent of camera movement is to add some jitter which is shifted each frame, but it is hard to get it working right.

Well actually I think I was doing it wrong. I stored raymarching effects in 2D texture. This is not correct because it suffers from issues.

Correct way is store raymarching effect in 3D texture, to get linear interpolation and no banding. And then perform sampling from it.

It seems to improve the result because it fixes some discontinuities. However it still needs temporal blending to get it smooth during camera movement.

Indeed the way to get smooth temporal blending independent of camera movement is to add some jitter which is shifted each frame, but it is hard to get it working right.

deleted 5 characters in body
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mdkdy
  • 2.2k
  • 1
  • 13
  • 21

Well actually I think I was doing it wrong. I stored raymarching effects in 2D texture. This is not correct because it suffers from issues.

Correct way is store raymarching effect in 3D texture, to get linear interpolation and no banding. And then perform sampling from it.

It seems to improve the result because it fixes some discontinuities. However it still probabl yneedsprobably needs temporal blending to get it smooth during camera movement.

EDIT:

Indeed the way to get smooth temporal blending independent of camera movement is to add some jitter which is shifted each frame, but it is hard to get it working right.

Well actually I think I was doing it wrong. I stored raymarching effects in 2D texture. This is not correct because it suffers from issues.

Correct way is store raymarching effect in 3D texture, to get linear interpolation and no banding. And then perform sampling from it.

It seems to improve the result because it fixes some discontinuities. However it still probabl yneeds temporal blending to get it smooth during camera movement.

EDIT:

Indeed the way to smooth temporal blending independent of camera movement is to add some jitter which is shifted each frame, but it is hard to get it working right.

Well actually I think I was doing it wrong. I stored raymarching effects in 2D texture. This is not correct because it suffers from issues.

Correct way is store raymarching effect in 3D texture, to get linear interpolation and no banding. And then perform sampling from it.

It seems to improve the result because it fixes some discontinuities. However it still probably needs temporal blending to get it smooth during camera movement.

Indeed the way to get smooth temporal blending independent of camera movement is to add some jitter which is shifted each frame, but it is hard to get it working right.

added 177 characters in body
Source Link
mdkdy
  • 2.2k
  • 1
  • 13
  • 21

Well actually I think I was doing it wrong. I stored raymarching effects in 2D texture. This is not correct because it suffers from issues.

Correct way is store raymarching effect in 3D texture, to get linear interpolation and no banding. And then perform sampling from it.

Now I needIt seems to implement thisimprove the result because it fixes some discontinuities. However it still probabl yneeds temporal blending to check ifget it smooth during camera movement.

EDIT:

Indeed the way to smooth temporal blending independent of camera movement is to add some jitter which is shifted each frame, but it is truehard to get it working right.

Well actually I think I was doing it wrong. I stored raymarching effects in 2D texture. This is not correct because it suffers from issues.

Correct way is store raymarching effect in 3D texture, to get linear interpolation and no banding. And then perform sampling from it.

Now I need to implement this to check if it is true.

Well actually I think I was doing it wrong. I stored raymarching effects in 2D texture. This is not correct because it suffers from issues.

Correct way is store raymarching effect in 3D texture, to get linear interpolation and no banding. And then perform sampling from it.

It seems to improve the result because it fixes some discontinuities. However it still probabl yneeds temporal blending to get it smooth during camera movement.

EDIT:

Indeed the way to smooth temporal blending independent of camera movement is to add some jitter which is shifted each frame, but it is hard to get it working right.

Source Link
mdkdy
  • 2.2k
  • 1
  • 13
  • 21
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