*This is a repost of my guestpost originally posted on chorasimilarity’s blog.*

I designed an algorithm that, given an octree and a location within that octree can compute the cubemap at that location. The algorithm kind of raytraces each face of the cubemap, but does this in such a way that multiple rays are traced simultaneously (aka. mass connected processing).

The faces of the cubemap are axis-aligned, which allows us to use linear interpolation rather than perspective correct interpolation (which includes 2 multiplications and a division). Because of this linear interpolation, the algorithm only needs integer additions, subtractions, and multiplications by a power of two (aka. bitshifts).

For a more thorough explanation of the algorithm please read the Article.

I’ve also written a partial implementation of the algorithm, available at Git-hub, which renders the positive z plane of the cubemap. It currently does so at 2 fps, which, considering I did not yet put effort in optimization and screen space occlusion is not yet implemented, seems promising. The data is still fully loaded into memory at startup. As background I render a fixed cubemap.

Due to space considerations, not all models have been uploaded to git-hub, but a small low-resolution model is available, such that after compiling the code, you can at least see something. The code is rather messy as it is still in an experimental state.

Test scene

Test scene

Low resolution scene

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