A ray is shot from the camera eye to the camera screen at point (i,j) how do I get the coordinates of that point in 3D world coordinates? The best I could find online is for point S S = Q + au + bv ...
I've got some neat effects with path tracing: I want to add in an ability to do subsurface scattering, but I'm unsure of the general algorithm. With path tracing, it's: foreach pixel: trace( ...
I'm "raymarching distance fields" (proper lingo: sphere-tracing) in GLSL. To implement cone-marching atop of it (and also to minimize the number of raymarching steps regardless of whether ...