Timeline for Is there a method to do ray marching style modulus repeat with raytracing?
Current License: CC BY-SA 4.0
12 events
when toggle format | what | by | license | comment | |
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S Sep 20, 2022 at 17:38 | history | suggested | Glorfindel | CC BY-SA 4.0 |
broken link fixed
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Sep 13, 2022 at 19:11 | review | Suggested edits | |||
S Sep 20, 2022 at 17:38 | |||||
Feb 9, 2020 at 5:26 | comment | added | cmarangu | I saw the +4 views. It is unlisted. If you guys are interested in exactly the technique I used to accurately trace hundreds of spheres in realtime, or at least appreciate my work of art, feel free to contact me in comments somewhere or leave a like respectively! I know some of you have shadertoy.com accounts. | |
Feb 9, 2020 at 4:56 | comment | added | cmarangu | that project basicallt traces onto a plane, and figures out which sphere has a chunk of itself in the checkerboard cell using floor(x), floor(y). Then it checks the 8 surrounding spheres (like conwats game of life) in case any of them has a chunk in that cell. Good luck figuring out exactly how I did it. Important thing is it runs 60FPS fullscreen, but maintains 100% accuracy for this fractal-ish shape | |
Feb 9, 2020 at 4:53 | comment | added | cmarangu | As for the tracing onto a plane, using that as coordinates for infinite spheres, here is a little project I am proud of I have been plotting for months and is nearly complete which serves as an excellent proof of concept shadertoy.com/view/3lXXR8 | |
Feb 9, 2020 at 4:52 | comment | added | cmarangu | @joojaa if you were talking about cubemap stored infintie spheres that could work, but I devised an iterative process that works like light traveling through "portals" (mirrors except change position instead of direction) which gets the exact same image but using the classic recursive raytracing algorithm with imaginary objects. | |
Dec 11, 2019 at 19:09 | comment | added | joojaa | Couldnt you cheat a bit though. You could raycast on a cube and solve which parta of cube edge hits which sphere. | |
Oct 26, 2016 at 19:46 | comment | added | Alan Wolfe | Regarding there needing to be an inverse operation for modulus, there is the form: i = 3N where N is in Z, as a reverse of i%3 = 0. If we had a solution of that form, we could plug in a value for N, presumably 0? | |
Oct 26, 2016 at 17:34 | comment | added | Alan Wolfe | Shadertoy from sebbi showing his idea: shadertoy.com/view/lly3Rc Me exploring and formalizing some things: shadertoy.com/view/MlK3zt Limited success for ray vs infinite layers of concentric circles: shadertoy.com/view/4tyGDK I'm currently working on ray vs infinitely repeating pillars. Looking promising so far. In the end these things are interesting but not in general very useful. Maybe they can be extended. ::shrug:: | |
Oct 26, 2016 at 17:30 | comment | added | Alan Wolfe | Thanks for the answer! Interestingly, I have had some limited success at this, thanks to some ideas from someone on twitter. I'm experimenting more to come up with some final info & a blog post, and will post an answer here with the details. It's not a general solve, but it is still a bit interesting. Maybe extensible. Also had a friend mention he has been able to do this with other limited success by faking modulus mathematically, like using a badlimited saw wave. I'll share some shadertoy links in the next comment for the curious. | |
Oct 26, 2016 at 16:01 | review | First posts | |||
Oct 27, 2016 at 9:05 | |||||
Oct 26, 2016 at 15:57 | history | answered | zackpudil | CC BY-SA 3.0 |