This project explores Structured Volume Sampling; a method introduced by Bowles and Zimmermann for minimizing aliasing when ray marching unbounded volumetrics in real-time. The algorithm functions by sampling the volume from implicit planes located at fixed world-space positions. This is in contrast to the more traditional approach where the sampling planes move with the camera, leading to severe aliasing.
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A clean room implementation of Structured Volume Sampling by Bowles and Zimmermann in Unity
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gokselgoktas/structured-volume-sampling
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A clean room implementation of Structured Volume Sampling by Bowles and Zimmermann in Unity
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