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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. |