Missed rays on triangle edges #3

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opened 2024-09-25 18:20:38 +00:00 by Jayrude · 1 comment
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Embree has some issues with rays missing if they're cast directly at a triangle edge. (See various forum posts). We mostly alleviate this by pushing cast points into the cell poly slightly. However we then triangulate said poly and sometimes the triangulated edges line up with the luxel centers.

There is a "robust" flag on Embree's side that should further help (at the cost of speed) but I don't have access to it through the .net wrapper I'm using.

One idea I have to help solve this more is to apply a tiny random offset from the pixel center. This wouldn't be a true fix though because things can still end up on the triangle edge.

Embree has some issues with rays missing if they're cast directly at a triangle edge. (See various forum posts). We mostly alleviate this by pushing cast points into the cell poly slightly. However we then triangulate said poly and sometimes the triangulated edges line up with the luxel centers. There is a "robust" flag on Embree's side that should further help (at the cost of speed) but I don't have access to it through the .net wrapper I'm using. One idea I have to help solve this more is to apply a tiny random offset from the pixel center. This wouldn't be a true fix though because things can still end up on the triangle edge.
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For now this seems to be fixed. Theoretically it can still occur, but in practice I'm not seeing it.

For now this seems to be fixed. Theoretically it can still occur, but in practice I'm not seeing it.
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Reference: KeepersCompound/ThiefLightmapper#3
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