Plane-ray Cubemap Rendering

1 year ago
7

Horizontal and vertical cube wall oriented camera plane-rays, total 3x sets of plane-rays, to test spherical object bvh on bfs grid intersections, each plane-ray test is dual sided on the cube. Similar to 2.5D scan line rendering but actual 3D rendering simple and fast. Renders cube environmental map of the camera/bounce seen objects. Each side texture of the cubemap can be for example 4096x4096 pixels resolution, that becomes 2x4096 = 8192 combined scan line plane-rays axis, total 3 axis (x,y,z) gives 3x 8192 = 24576 plane rays per bounce to intersect with each grid bvh cell in bread first search closest first order. Somewhat similar to DDA on grid (wolfenstein 3d). The plane-rays for the bounce cubes are always same, rotation stays same, only position changes. Pre-rotated sprite-style 3d mesh vertices can be used with pre-rotated sphere bvh intersection structure. 24k cube map scan line rays is considerably less than 6x16M pixel rays for intersection test for true 3d rendering ray tracing. Standard cube map can be then remapped to 360 degree equilateral camera image or angled projected camera image. This also allows movement of camera even if the rendered cube environment map updates slower than the screen refresh rate.

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