Search found 7 matches

by johnshadow23
Tue Oct 17, 2017 6:20 am
Forum: General Development
Topic: Quick Question
Replies: 12
Views: 2143

Re: Quick Question

Okay! what one would you recommend for that?
by johnshadow23
Tue Oct 10, 2017 11:23 pm
Forum: General Development
Topic: Quick Question
Replies: 12
Views: 2143

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?
by johnshadow23
Tue Oct 03, 2017 8:37 pm
Forum: General Development
Topic: Quick Question
Replies: 12
Views: 2143

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...
by johnshadow23
Tue Oct 03, 2017 4:31 am
Forum: General Development
Topic: Quick Question
Replies: 12
Views: 2143

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...
by johnshadow23
Sat Sep 30, 2017 11:36 pm
Forum: General Development
Topic: Quick Question
Replies: 12
Views: 2143

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 ...
by johnshadow23
Tue Sep 05, 2017 6:38 pm
Forum: General Development
Topic: Quick Question
Replies: 12
Views: 2143

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 ...
by johnshadow23
Sat Nov 19, 2016 7:13 am
Forum: General Development
Topic: C++ AMP
Replies: 4
Views: 3545

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 ...

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