[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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