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GPULightmapper: increase ray triangle hit rate #53844

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williamd67
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@williamd67 williamd67 commented Oct 15, 2021

Currently the method ray_hits_triangle determines triangles not to be hit by
a ray due to an epsilon that is too big. In practice those triangles are hit by
those rays.

This is fixed by introducing a smaller epsilon.

This fixes the leaks in the model of @jcostello (see below) given in #51638. Also notice that the shadow cast by the roof of the veranda was incorrect.

Before (Quality: medium; bounces: 0; denoiser: off)
Screenshot from 2021-10-15 15-32-22

After (Quality: medium; bounces: 0; denoiser: off)
Screenshot from 2021-10-15 15-02-35

Currently the method ray_hits_triangle determines triangles not to be hit by
a ray due to an epsilon that is too big. In practice those triangles are hit by
those rays.

This is fixed by introducing a smaller epsilon.
@williamd67 williamd67 requested a review from a team as a code owner October 15, 2021 13:47
@Calinou Calinou added this to the 4.0 milestone Oct 15, 2021
@akien-mga akien-mga merged commit d15512c into godotengine:master Oct 15, 2021
@akien-mga
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Thanks!

@jcostello
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Works like a charm

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5 participants