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2

As you have now mentionned that your computer can actually keep up (at 150 fps no less), I suspect you have a case of temporal aliasing. The problem is that 150 is not a multiple of 60. Let's say we look at one tenth of a second. That's 15 frames generated by your computer but only 6 can be shown on your screen. The frames you will see will probably be ...


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For each visible voxel side you need to iterate over all triangles and find if ray from voxel side normal intersects that particular triangle. Having intersection point you can then calculate barycentric coordinates of this point within intersected triangle. And with barycentric coordinates you can calculate UV of intersection point and therefore sample ...


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Humans dont really see anything beyond 20-25 fps. Even less is often sufficient animation at 12 frames a second work quite well too. So when you watch tv the fps of your image is 25-30, and yet you dont generally accuse of them being nonsmooth. Why do games require more? Well, because they are fast paced. There is generally a slight benefit from going to 30 ...


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This is almost verbatim from Veach. Let the trajectory space be $\mathbb{P} = \mathbb{R} \times \mathcal{M} \times \mathcal{S}^2 \times \mathbb{R}^+$, corresponding respectively to: time, set of points of all scene surfaces, unit sphere (directions), wavelength. Let $\mathcal{P}$ be the set of measurable subsets of $\mathbb{P}$ and we have a measure $\rho$. ...


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