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I'm trying to optimize the performance of my Dijkstra map generation shader.
Currently I'm using the traditional method I've learned from http://www.roguebasin.com/index.php/Dijkstra_Maps_Visualized

Is it possible the use the jump flood algorithm to generate Dijkstra map? Since JFA is the most efficient algorithm to generate SDF in shader.
Any suggestion will be appreciated!

Zhiqiang Li
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  • in standard shaders you would need multi pass approach (using [grow fill](https://stackoverflow.com/a/29412283/2521214) where you render single step in each pass until target hit) for this as you can not read your rendering target ... however I think you could use compute shader to overcome this but I have no experience with them ... – Spektre Apr 22 '22 at 06:37

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