I’ve been working on a realtime CPU voxel raytracer. It utilizes raymarching combined with multi level DDA for fast primary rays. I calculate distance fields stored in an octree format to optimize the raymarcher. I simded the ray direction calculation and multithreaded it. It utilizes checkerboard rendering while keeping the quality seemless. Every even frame gets to use odd’s frame distance, to speed up the traversal speeds. I want to implement a low level traversal algorithm for odd frames to speed up their traversal as well. Sadly I am not yet ready to blog but I am forced to as to not lose more hours. I tried to experiment with more techniques but I decided to still go with raytracing as I already have anotehr rasterization project going on.
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