MIPMAP seems working magically in a fragment shader. No work in the sampling code at all. How should one make it work in a compute shader used for ray tracing?
MIPMAP in Ray Tracing
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MIPMAP seems working magically in a fragment shader. No work in the sampling code at all. How should one make it work in a compute shader used for ray tracing?
You need to manually track your ray's footprint. A common method for doing this are ray differentials, as described here: