• Advertisement
Sign in to follow this  

Octrees (Ray-Triangle Intersection) help needed

This topic is 2136 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Hi all!

We've implemented a hybrid shadow algorithm where shadow mapping gives us some boundary pixels which need to be further checked. One of the ways to check whether this boundary pixel is in shadow (or not) is to shoot a ray towards the light and check for intersection with the scene's triangles.

Currently, we're thinking of storing the scene in an octree (in the texture memory of the GPU). Then shoot rays from every pixel and check for intersection by traversing the octree in the fragment shader.

Can you point me to some tutorials/papers regarding such intersection detection? I couldn't find much information about how the octree should be stored in the texture, and how the octree should be traversed inside the fragment shader etc..

Share this post

Link to post
Share on other sites
Sign in to follow this  

  • Advertisement