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Optimizing Ray Marching Through Partial Evaluation (pointersgonewild.com)
51 points by ingve on May 9, 2016 | hide | past | favorite | 3 comments


What a fantastic blog! JIT compilation/optimisation, machine learning, computer graphics, demoscene, game development, computer languages.

The author linked to many other great articles, including one by iq, who has many more [1]; look at those links or at iq's productions [2] if you want to know more/see some awesome demoscene prods.

[1] http://iquilezles.org/www/index.htm

[2] http://iquilezles.org/prods/index.htm


Isn't the author essentially proposing using octrees [1] or similar, which I think is a standard approach at least for ray tracing?

[1] https://en.wikipedia.org/wiki/Octree

Edit: ah, I see the proposal is to compile specific shaders for different regions of the screen based off octree-like data.


The author seems to believe that REYES-type rasterization algorithms are still the state of the art, but these days everybody does physically-based raytracing (thank $deity, so much simpler!).

This may or may not be a useful optimization for SDFs, but SDFs themselves are kinda useless -- not able to show detail well and not practical to model with.




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