Showing posts with label Ray tracing. Show all posts
Showing posts with label Ray tracing. Show all posts

Monday, September 28, 2015

GPU pathtracer now with textures

Hi! I added textures and depth of field some time ago but I didn't have time to make a video, so here it is a quick one with some models I found on the web.
Running at 1280x800 with a humble GTX 670
I have an Oculus Rift version too, but as expected, any small movement of your head makes the pathtracing restart, so I guess it's not too useful :) And well, after some tests I don't think realtime raytracing will be used for games at least in the next 15 years.
Hope you like it!



Sunday, November 23, 2014

Oculus rift raytracing test

Hi!

it's been a long time since my last post. First of all, I'm not developing anything new regarding Ionic, maybe in the future I'll go on with it, but right now I'm more interesed in Oculus Rift development and this is my first opengl raytracer (just primitives) video, hope you like it!


Wednesday, February 17, 2010

Realtime Raytracer

Hi, I wrote a very simple GLSL raytracer. Just spheres, ground and sky, with refraction and reflection. Not too much to explain, you can control de number of bounces, the IOR (index of refraction), the light direction and that's all!
I'm thinking about extending it to triangle meshes (I hate triangles...), global illumination and all the real good stuff, so... no more realtime :D And GLSL with my ATI is giving me some really stupid problems with arrays, so I'm not sure if GLSL is the way to go for a bigger project...
Anyway, hope you like it!

Sunday, January 24, 2010

Realtime fractal raytracing

Hi! I'm back with another video showing a couple of new features.
- Dynamic lighting, now you can adjust the lighting manually as you can see in the video. The shadows are raytraced too so they adjust in realtime.

- Now there's a parameter to set the power (n) of the formula z->z^n+c so you can get different versions of the fractal as showed in the video.

- Frame rate is vastly improved, now all the work is passed to the GPU, including the render plane and ray direction computations.


Some tech data:
- The lighting is a mix of a simple lambert model with a orbit trap that simulates occlusion. Although it's not real occlusion or global illumination, seems to work ok.

- The normal of the surface is computed by central differences.

- The Raymarching is still basically brute force. But with a first step to compute the intersection with a sphere surrounding the fractal.

I'm thinking about putting this tool available for download. I'll add a couple of things and probably next week you can download it from this blog. Hope you like it!! :)

Sunday, January 17, 2010

GPU Raytracer

Hi!
it's been a long time since the last update, but my neurons were quite busy with Avatar, so programming at home was out of the question. Anyway, I'm back again with something different. Some weeks ago I read that someone had found a nice way to use the famous z->z^n+c formula in 3D to render something like the classic Mandelbrot fractal in three dimensions, you can find more info here: Mandelbulb . So I decided to give it a shot with the gpu and this is what I have, this time with n=8.
Remember that this is not a 3D Texture, or a polygon mesh so it's not the fastest thing in the world, basically for two reasons, my graphic card is not so great and I didn't use a Distance Estimator, so it's pure raymarching and iterating the mandelbrot function every step. Even with that limitations, it runs at interactive rates. I'll work to improve the framerate. Hope you like it!