Search found 5 matches

by alidade
Mon Dec 23, 2013 7:29 pm
Forum: Visuals
Topic: what is realism in realtime rendering?
Replies: 5
Views: 6396

Re: what is realism in realtime rendering?

You're doing it wrong.
by alidade
Fri Dec 06, 2013 3:24 am
Forum: General Development
Topic: Csillámtrace - my new graphics engine
Replies: 153
Views: 68635

Re: Csillámtrace - my new graphics engine

Hi Geri,

You load up polygon models and then voxelize them, or are they voxel models to begin with? Not sure what you're talking about with the vertex count. Any reason you don't use marching cubes instead of the post-process smoothing?
by alidade
Sat Sep 28, 2013 1:36 pm
Forum: General Development
Topic: ordering primary rays
Replies: 1
Views: 1637

ordering primary rays

How do you guys order your primary rays? If you shoot bundles, how do you order your bundles? By pixel row/ column? By quadtree / Morton number? By predetermined BVH data?

Related question- anyone implement any entry point space skipping procedure into the scene acceleration structure?

thanks
by alidade
Sat Sep 07, 2013 12:55 pm
Forum: Production
Topic: Realtime Pixel-Object Culling
Replies: 1
Views: 26255

Re: Realtime Pixel-Object Culling

After playing around with getpixels / readpixels it looks like it hangs up the CPU way too long to get any buffer data that way. I think I'm going to go with my own pseudo-rasterization method. I'm rendering each pixel ordered like a quadtree, to do a pixel data sharing scheme similar to the "c...
by alidade
Fri Sep 06, 2013 11:03 pm
Forum: Production
Topic: Realtime Pixel-Object Culling
Replies: 1
Views: 26255

Realtime Pixel-Object Culling

Hi, In his tutorial, Mr. Bikker had an interesting suggestion of rasterizing the scene in coded colors, and using the buffer data to cast the primary rays. Does anyone use this technique? Is this suitable for real-time? My render process so far is 100% CPU- can I do this on the GPU parallel with my ...

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