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update README.md

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ZCWang 2 years ago
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README.md

@ -14,7 +14,7 @@ Implicit surface rendering via ray tracing
## Project
+ ```implicit_surface_ray_tracing```:主项目,输出带GUI的隐式曲面实时渲染程序
+ ```implicit_surface_ray_tracing```:主项目,输出带GUI的隐式曲面实时渲染程序,支持输出渲染结果为HDR、PNG、BMP格式
+ ```Sphere_Tracing_CPU_Test```:在CPU上对```Sphere Tracing```的测试和同```Adaptive Marching Points```的对比(因为调试```Compute Shader```过于困难)
## Build
@ -29,9 +29,20 @@ Implicit surface rendering via ray tracing
> 实际上用```glslc```对Shader做了控制,只有在```Debug```构建时才会测试步进步数
在```1024*1024```分辨率、同屏渲染```200*200*50```个周期的TPMS时:
| | Adaptive Marching Points | Sphere Tracing |
| :---: | :---: | :---: |
| frame time (ms) | 12+ | 0.6 ~ 0.7 |
| fraps per second | 80+ | around 1400 |
| rendering time per pixel (ns) | <= 11.5 | around 0.48 |
| ray steps per pixel (approx.) | 8 ~ 10 | 1.5 ~ 2.5 |
| ray steps range (approx.) | 10 ~ 400 | 0 ~ 240 |
> 目前来说,即便是使用```Sphere Tracing```也只能在保持微小结构可辩别的10倍基础分辨率(```10240*10240```)下达到30fps左右,建议实时渲染时以基础分辨率预览即可,需要输出高分辨率图像时再调高分辨率输出
## Screenshot
![](./screenshot/capture.png)
![](screenshot/capture.PNG)
## Known issues

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