While implementing the technique outlined in Crassins / Greens work found in OpenGL insights I've run into some issues.
To get proper voxel coverage I need to dilate the triangles before they are sent off to rasterization. As written in the article they are using an older technique found in GPU Gems 2 on conservative rasterization.
My issue is that the my geometry shader projects the triangles using orthographic projections where the conservative rasterization technique only works when using perspective. As far as I can tell.
Anyone here had any experience with implementing the technique? And if so please help me out here.