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seen Mar 10 '13 at 2:50

Mar
14
awarded  Tumbleweed
Mar
8
asked Ways to “invert Z-axis” in shader-based core-profile OpenGL?
May
11
comment How to calculate the viewing cone radius at a distance in raymarching?
Yeah it also later occurred to me that "simply the normal projection logic" should be applied here. Still I wasn't sure if I should do pixelWidth * distance * tan(fov/2) -- or pw * d * (1 / tan(fov/2))) -- from your doodles seems like it's the former. Thanks! Right now it's hard to "test visually" as I get aliasing artifacts in the distance either way.
May
10
awarded  Scholar
May
10
accepted How to calculate the viewing cone radius at a distance in raymarching?
May
8
asked How to calculate the viewing cone radius at a distance in raymarching?
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25
awarded  Supporter
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awarded  Editor
Mar
25
revised Skewed: a rotating camera in a simple CPU-based voxel raycaster/raytracer
deleted 8 characters in body
Mar
25
awarded  Student
Mar
25
asked Skewed: a rotating camera in a simple CPU-based voxel raycaster/raytracer