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Old 07-06-2008, 01:43 AM   #1
MattTheMan
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I'm at it again! This time I'm writing a path tracer (unbiased) with a whole different program heirarchy to allow for imports and exports!

I'll post my first few pics (just plain raytraced) in a few hours.
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Old 07-06-2008, 03:06 PM   #2
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Sound both intriguing and confusing, can you give us a little info about what its going to do and such plz.

Chris
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Old 07-06-2008, 04:33 PM   #3
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can't wait to use it!
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Old 09-06-2008, 02:44 AM   #4
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Eghhemm....
a few hours? :p
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Old 16-06-2008, 01:54 PM   #5
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So here's to show that it works

I'm having a bit of trouble retrieving the color of the material from the object due to the class hierarchy set up, but this will be re-arranged and fixed.

It supports an infinite amount of objects, which will allow for later .3ds and .obj loading (after I implement triangle support, of course).

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Old 19-06-2008, 09:11 AM   #6
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Colors sorted. 4 primitives in the scene at the moment, renders instantly.

Next: Diffuse lighting and point (sphere) lights.

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Old 19-06-2008, 09:35 AM   #7
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Looking nice
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Old 19-06-2008, 10:00 AM   #8
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Diffuse shading:

next: shadows.

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Old 19-06-2008, 10:26 AM   #9
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Shadows

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Old 20-06-2008, 12:04 AM   #10
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its really starting to shape up


If i were you, i would have put this in the WIP section. its kind of hidden here..
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Old 21-06-2008, 12:44 AM   #11
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I'll have to PM a mod to get their OK, but sure.
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Old 25-06-2008, 12:50 AM   #12
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So I've been working for the past few days on a general illumination model.

Well... I've incorporated some form of uniform monte-carlo hemispherical illumination... but the spheres are coming out messed up.

It may be my sphere-ray intersection code, but the spheres are coming out really messed up. The plane renders fine.

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Old 25-06-2008, 01:21 AM   #13
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hmm, it looks cool

you'll figure it out soon
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Old 25-06-2008, 07:57 PM   #14
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thanks. Unfortunately, I couldn't figure it out after all... I'm scrapping the whole rendering loop and replacing it with a path tracing algorithm. That way, I can get anti-aliasing and soft shadows with no extra effort.

Stay tuned guys.
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Old 17-09-2008, 02:09 AM   #15
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Quote:
Originally posted by MattTheMan
thanks. Unfortunately, I couldn't figure it out after all... I'm scrapping the whole rendering loop and replacing it with a path tracing algorithm. That way, I can get anti-aliasing and soft shadows with no extra effort.

Stay tuned guys.
I'm still tuned.
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