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About jeskeca

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  1. I had the same problem with slow wireframes once, and as @bartman3000 said, the solution was to do single pass wireframes in a shader. This is *much* faster than using wire-edge rendering, and it produces better looking (and more controllable) wireframes. You can also render wire-frames on top of solid triangles at the same performance as solid triangles, with fewer issues, compared to the old-school slow two-pass process where you render a solid pass and a wireframe pass. The extra per-vertex attribute can be computed in a geometry shader. http://strattonbrazil.blogspot.com/2011/09/single-pass-wireframe-rendering_10.html http://strattonbrazil.blogspot.com/2011/09/single-pass-wireframe-rendering_11.html https://github.com/mattdesl/webgl-wireframes https://www.codeproject.com/Articles/798054/WebControls/WebControls/?fid=1864339&df=90&mpp=25&prof=True&sort=Position&view=Normal&spc=Relaxed&fr=6 https://github.com/jeske/SimpleScene/tree/master/Assets/Shaders
  2. It also seems like using some kind of temporal averaging is the key to trying to get more effective sampling out of limited hardware resources. In addition to the SVGF that was already mentioned, Nvidia did something similar in their 2-layer Deep G-Buffers.
  3. That SSVDAG algorithm looks impressive, but doesn't look applicable to real-time techniques, as it doesn't look like you could construct an SSVDAG in real time. @spike1 - It won't make it faster, but hardware virtual-texture support could reduce the voxel memory requirements. The idea would be similar to sparse-virtual-shadow-maps, though it's probably not supported on the GTX 750 Ti in hardware. Maybe with a github source repo.. someone might collaborate and improve it, or someone else might find a practical use for the technique even with it's limitations.
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