One way is to bin triangles by normal to x, y & z dominant lists, then render each list with ortho projection and in fragment shader reconstruct world position and index the voxel from that.
(There is some new hardware feature that ensures each pixel intersecting a triangle is drawn for that purpose, but i forgot it's name.)
How fast is hardware-accelerated ray-tracing these days?
Conservative rasterization :)
(There is some new hardware feature that ensures each pixel intersecting a triangle is drawn for that purpose, but i forgot it's name.)
and @imoogi -- UAV's let pixel shaders write to any address within a resource that they like. A pixel at any screen location can write to any buffer location that it chooses.
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