| bio | website | |
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| location | ||
| age | ||
| visits | member for | 1 year, 1 month |
| seen | Mar 10 at 2:50 | |
| stats | profile views | 6 |
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Mar 14 |
awarded | Tumbleweed |
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Mar 8 |
asked | Ways to “invert Z-axis” in shader-based core-profile OpenGL? |
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Mar 7 |
asked | Radar approach to Frustum Culling… fail at first simple test. What's the problem? |
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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. |
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May 10 |
awarded | Scholar |
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May 10 |
accepted | How to calculate the viewing cone radius at a distance in raymarching? |
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May 8 |
asked | How to calculate the viewing cone radius at a distance in raymarching? |
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Apr 25 |
awarded | Supporter |
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Mar 25 |
awarded | Editor |
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Mar 25 |
revised |
Skewed: a rotating camera in a simple CPU-based voxel raycaster/raytracer deleted 8 characters in body |
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Mar 25 |
awarded | Student |
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Mar 25 |
asked | Skewed: a rotating camera in a simple CPU-based voxel raycaster/raytracer |