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#Actualnfactorial

Posted 11 February 2013 - 03:19 PM

Artifacts like that can be caused by reflected vectors intersecting the object ifself, you can avoid them by moving the ray origin my a small epsilon ie. rayOrigin += rayDirection * EPSILON, or checking that the distance to the next intersected point is further away than the epsilon.

 

It could be something else too, but that would be my first guess looking at the picture.

 

n!


#2nfactorial

Posted 11 February 2013 - 03:18 PM

Artifacts like that can be caused by reflected vectors intersecting the object ifself, you can avoid them by moving the ray origin my a small epsilon ie. rayOrigin += rayDirection * EPSILON. Or checking that the distance to the intersected points is further away than the epsilon.

 

It could be something else too, but that would be my first guess looking at the picture.

 

n!


#1nfactorial

Posted 11 February 2013 - 03:17 PM

Artifacts like that can be caused by reflected vectors intersecting the object ifself, you can avoid them by moving the ray origin my a small epsilon ie. rayOrigin += rayDirection * EPSILON.

 

It could be something else too, but that would be my first guess looking at the picture.

 

n!


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