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blurple@mas.toundefined

Jan

@blurple@mas.to
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  • I recently added a rendering pass in my engine to compute volumetric shapes via raymarching.
    blurple@mas.toundefined blurple@mas.to

    @froyok Have you tried this: https://c0de517e.blogspot.com/2016/02/downsampled-effects-with-depth-aware.html
    The important parts are using a min/max depth checkerboard pattern for the downscaled depth and then choosing between bilinear/bilateral upsampling based on depth discontinuity for a given pixel.

    Also randomly offsetting the rays with blue noise and then running a bilateral blur over the volumetric target before upsampling helps. Allows to get away with huge steps during raymarching.

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