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| Some recent topics started on our forums | |
| MineCraft - Real-time Path Traced | I suppose everyone has played MineCraft by now. :) So have I, and I was wondering how MineCraft would look if you would keep the data, but replaced the renderer. These screen shots have been generated using a stochastic ray tracer / path tracer,... |
| Posted October 18, 2010 12:44:16 PM | |
| Outbound - Real Time Ray Tracing | These screenshots are taken from 'Outbound', a game based on the real-time ray tracer 'Arauna'. The blurb, from the project page: "Harrold C. Babbage, grandchild of Charles Babbage, the father of the first idea of a programmable computer, has... |
| Posted May 28, 2008 1:57:25 PM | |
| Excercises in Optimization | This is a screenshot of a small RTS that my students had to optimize, as a final assignment for the 'PR3' course of the mADE/IGAD program (http://igad.nhtv.nl/made). IGAD is a 4-year program that teaches students to become game developers. PR3 is a f... |
| Posted April 10, 2009 3:30:40 AM | |
| Raytraced Pinball Game | This is a screenshot from the game 'Time of Light', which was developed by students of IGAD (International Game Architecture & Design), which is a 4-year program that prepares students for the game industry. Time of Light has been developed using... |
| Posted July 5, 2009 2:06:52 PM | |
| Raytracing and Global Illumination | This is an image from my real-time ray tracer, Arauna. Over the past monts, I have been working with Roel Reijerse to add global illumination to it. We implemented a sort of a 'static irradiance cache': As a preprocessing step, a fixed set of points... |
| Posted March 31, 2009 9:42:48 PM | |
| Ray Tracing pretty image contest | These images where rendered by ray tracers built by second-year students of our IGAD course ('International Game Architectue & Design'), for the Graphics Programming course. The final assignment for this course was to write a ray tracer in C++, with... |
| Posted November 26, 2008 10:42:24 AM | |
| Real-time Ray Traced Game | These screenshots are from 'Let there be Light', a game created by students of IGAD (International Game Architecture and Design, of the NHTV University of Applied Sciences, Breda, The Netherlands). This is a first-year project (!) and has |
| Posted July 6, 2008 9:17:34 PM | |
| New version of Arauna available | New version of Arauna availablePosted by: Jacco Bikker at July 11, 2008 8:28:51 PMA new version of the Arauna real-time ray tracer is available for download from http://igad.nhtv.nl/~bikker . Arauna comes with full source code and is free to use for... |
| Posted July 11, 2008 11:28:51 PM | |
| Image of the day | People, I have a small comment on the IOTD mechanism: Today, an iotd that I posted four days ago was added to the gallery along with 5 others. This is not ideal. I suspect that most people primarily check the three images on the front pa... |
| Posted July 7, 2008 12:11:59 AM | |
| Arauna Real-time Ray Tracing | These are some screenshots from my real-time ray tracer, Arauna. I have presented this ray tracer this week at the RT07 conference on real-time ray tracing in Ulm, Germany. A download link for the demo, its source code, accompanying paper and th... |
| Posted September 10, 2007 3:14:25 PM | |
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| Some recent replies made on our forums | |
| Fractals generation tutorial | Nice tutorial cignox. |
| Posted October 21, 2010 2:04:58 AM | |
| MineCraft - Real-time Path Traced | Better video: http://www.youtube.com/watch?v=xZ62VwiLr3A |
| Posted October 19, 2010 4:32:07 PM | |
| MineCraft - Real-time Path Traced | Quote:Original post by DaivukI am just making some test, for the heck of learning hehe. Me too. ;) Quote:Original post by DaivukBtw, how did you do your lighting? I was thinking to do the same way as Minecraft, but applied per vertex instead. S... |
| Posted October 18, 2010 3:05:37 PM | |
| MineCraft - Real-time Path Traced | Little youtube, before the trees where in: http://www.youtube.com/watch?v=7REP_FE0e98 |
| Posted October 18, 2010 1:49:15 PM | |
| MineCraft - Real-time Path Traced | I was thinking about doing that per tile as well, definitely makes sense. I'm not sure if I want to take this beyond raw rendering, but if I do I will consider that.. Let me know if you want to take my code and add the gameplay, I would be more than... |
| Posted October 18, 2010 1:18:01 PM | |
| Ray tracer performance | Ah but that CPU doesn't even have SSE2... In that case you can't even compile Arauna yourself; it has tons of hand-written SSE2 code. Sorry about that. Then again, your CPU is ancient, you should be grateful it still works. ;) |
| Posted June 18, 2010 11:57:44 AM | |
| Ray tracer performance | Arauna doesn't use a GPU at all. 800x800 @ 30fps would require (depending on the scene) a quadcore processor, ideally an i7. With one of those that performance level is not too hard to reach. Brigade does use the GPU, but it's a path tracer... |
| Posted June 18, 2010 7:35:19 AM | |
| Ray tracer performance | Check this forum: http://ompf.org/forum . It's all about ray tracing, with an emphasis on real-time. Quite some ompf members lurk on GameDev too btw. Shameless plug: Check my real-time ray tracer, Arauna: http://igad.nhtv.nl/~bikker . Th... |
| Posted June 18, 2010 3:18:48 AM | |
| KD-Tree traversal (traytracing) am I missing a case? | Hm, I'm not a C++ expert, so someone will probably correct me, but here we go: If you have only a small recursive function, then you are doing tons of function calls compared to the actual work load. A function call is not 'free': a stack fra... |
| Posted December 7, 2009 4:02:32 AM | |
| KD-Tree traversal (traytracing) am I missing a case? | Are you trying to figure out how to traverse a kD-tree yourself? You may want to check out Wald's work, or Vlastimil Havran's thesis. They both provide tiny algorithms for kD-tree traversal. Yours is too complex. On a sidenote: Implement your own... |
| Posted December 5, 2009 11:16:58 AM | |
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