[sdiy] Music
Thomas Strathmann
thomas at pdp7.org
Tue Jul 20 19:24:12 CEST 2010
Am 7/20/10 19:08 , schrieb cheater cheater:
> Quik Quak Rayspace
Totally forgot about that one. Would be very interesting to know the
details of their "Diffuse Bubble Tracing" algorithm, what kind of room
geometry they allow, and how they represent it. Maybe they send out some
spheres instead of rays and calculate the sphere-object intersection
along the way. I could very well imagine that in order to speed this up
they use some technique akin to Sphere tracing (which adapts the step
width along the ray based on the geometry which is repesented by signed
distance fields so that you need only very few iterations to find
intersections given). Does anyone know specifics about how Rayspace
works under the hood?
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