Ray-Casting Algorithm Internal Stuff

This video shows ray-casting cost per ray or screen pixel. It isn’t weighted properly to see the real cost of a pixel calculation - such cost visualization would look far sharper with extreme highlights near surfaces that are parallel with rays. This visualization method highlights the structure of the scene graph better (looks like aura above the actual geometry). This stuff is very useful in realistic rendering methods, light fields, occlusion/visibility calculation, etc. I guess this outlines nicely what will follow sometime this year ;) The recent devblog featuring this scene, destructible cars, VR etc: For more visit the AE homepage:
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