Ive got this qdm (quadtree raytracing) implementation that works on 6
displacement maps (one for each face direction) inside a bounding box.
I could instance as many bounding boxes as id want, (as they are only 8
points each) and raytrace the insides, only problem is - you cant have
them penetrating each other because there is no way to detect inner
intersections as they are all raytraced independantly.
Is there any way around this problem? or is it just simply impossible.
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hmm, I kinda thought of a solution, you have to draw the overlapped
boxes after each other in separate passes… hmm, maybe you can do it.
If your pixel shader outputs a depth value in addition to a color, then
depth testing should clean up the intersecting objects, just like it
does with plain old polygons.
In my instancing raytracer I keep sorted list of events where current
ray hits bounding boxes (4-8 items). When do I detect intersection with
solid geometry I check that list and if there are bounding geometry
before intersection I’d continue tracing.