Manta Interactive Ray Tracer Development Mailing List

Text archives Help


[Manta] ddx ddy instructions


Chronological Thread 
  • From: "Bo Huang" < >
  • To: < >
  • Subject: [Manta] ddx ddy instructions
  • Date: Fri, 3 Oct 2008 17:10:59 -0400

I am currently implementing GPU shaders ddx ddy instructions by examining neighbor rays’ intersection values, be it world space position or texture coordinate at the point of intersection.

 

For a single sampled, one ray per screen space pixel and square shaped ray packet, I can infer which rays are the immediate neighbors. Of course, this requires the rays to be ordered and not have been re-sorted in some fashion, for example, by same materials.

 

This approach may not work for other sampling shapes or multi-sampled schemes. If there is a better way, I would appreciate some tips. Guides for the sampling schemes would also be helpful.

 

Thanks



  • [Manta] ddx ddy instructions, Bo Huang, 10/03/2008

Archive powered by MHonArc 2.6.16.

Top of page