Ashley Anderson
Ashley Anderson
Test failures are for "plane" mode raycasting. I haven't really tested any of this that way but should be able to fix it.
Okay I think this is ready for some more eyes and discussion. > One concern I have is that this is pretty similar to what the "snippets" in the volume...
Ooh yikes! 🤦 I'll try to debug that.
Okay I can reproduce without napari at least - it's caused by using an orthographic camera. Any FOV > 0 seems to be okay. Now I am stretching my projection...
I have fixed the severe discard artifacts by changing the origin of the intersection ray to `front` instead of `nearpos`. I think `nearpos` is somehow divergent with the orthographic projection,...
No worries - unfortunately my time for this is going to start running a bit thin. 😢 I tried one more idea for calculating depth by finding the intersection with...
Yeah I'll play with it a bit more as it seems like this should work, so maybe I've got the math wrong somewhere. Edit: I think I have the wrong...
Hopefully nth time is the charm here. I calculate the normal for the depth plane now in the vertex shader, but I'm sure there's a way to do it on...
Yeah, I noticed this as well. You can already adjust a bit by changing gamma, but I don't think it's sufficient. A previous implementation I had included a uniform in...
Thinking about it a bit more - it seems like any attempt to solve this issue (auto-scaling the depth contrast limits) could lead to similar artifacts it's taken all this...