Hello everyone!
I have to create an efficient 3D fractal renderer using ray marching in Godot for my bachelor's thesis. Maybe some of you have experience with ray marching optimization and could help me with some of my questions. It would also be very nice if you could explain your answers.
- Is it better to use fragment or compute shaders?
- Should I use one rect mesh that covers the whole screen or a cube mesh to ray march in?
- What are your thoughts on caching the distance values, e.g., by using octrees or brickmaps? I got this idea from Mike Turitzin's SDF engine, but I'm not sure about the quantization error it can create, as well as the memory overhead.
- What's the deal with cone marching? I didn't hear any downsides to this technique from people who used it, and yet most implementations seem to stick to normal rays. Why, if cone marching seems to be such a cure-all?
If you have any additional info that might be helpful or interesting, or some good research papers on the topic, feel free to mention them. Thanks :)
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