Search found 7 matches
- Tue Oct 17, 2017 6:20 am
- Forum: General Development
- Topic: Quick Question
- Replies: 12
- Views: 12044
Re: Quick Question
Okay! what one would you recommend for that?
- Tue Oct 10, 2017 11:23 pm
- Forum: General Development
- Topic: Quick Question
- Replies: 12
- Views: 12044
Re: Quick Question
I doubt it would be to trivial it doubled my frame counts.
Okay just what I was wondering it has some cool applications, cool to know!
It there anything else that should be done to save time?
Okay just what I was wondering it has some cool applications, cool to know!
It there anything else that should be done to save time?
- Tue Oct 03, 2017 8:37 pm
- Forum: General Development
- Topic: Quick Question
- Replies: 12
- Views: 12044
Re: Quick Question
It does sound silly, it uses a ray buffering process and depth buffering process. Then I do a type of weighting and sum. Then I get the average that I need. every frame = 1 extra bounce so at 60+ fps I can easily get to 100 bounces with out issues in under 2 seconds. the main problem comes in when h...
- Tue Oct 03, 2017 4:31 am
- Forum: General Development
- Topic: Quick Question
- Replies: 12
- Views: 12044
Re: Quick Question
It can be done several ways, Russian Roulette is one of them but, it would probably take for ever to render, even though possible. Well the one I did is a real-time algorithm. It's doubled my frame rate and made my bounce count sky rocket into the thousands. Although it takes a while to render. it w...
- Sat Sep 30, 2017 11:36 pm
- Forum: General Development
- Topic: Quick Question
- Replies: 12
- Views: 12044
Re: Quick Question
Awesome to know! Currently my ray tracer is far from amazing, I still can avoid a lot of stuff it seams though to achieve real-time. Anyway, I was wondering if there is already stuff on progressive bounce depth, Or something of the sort? Because I have an algorithm that does just that. I would like ...
- Tue Sep 05, 2017 6:38 pm
- Forum: General Development
- Topic: Quick Question
- Replies: 12
- Views: 12044
Quick Question
Has anyone found progressive depth for a path tracer? Also would path tracing with out square roots be a good thing for real-time? I have been working on a progressive depth algorithm and have actually done it. The algorithm doubles my render time in my real time path tracer but, at some cost of it ...
- Sat Nov 19, 2016 7:13 am
- Forum: General Development
- Topic: C++ AMP
- Replies: 4
- Views: 7100
Re: C++ AMP
I have actually made a full interactive path tracer in amp c++! I actually have been waiting to show it off and some one to post something about it... This model is a low poly version of the Stanford dragon model, around 100k polys or so. https://s21.postimg.org/w14gkf5k7/Render01_Stanford.png This ...