Search found 15 matches
- Wed Jan 08, 2020 1:45 pm
- Forum: ompf2
- Topic: FREEZING THE BOARD
- Replies: 3
- Views: 4872
Re: FREEZING THE BOARD
Well, despite the fact that I didn't write a single raytracing code line in almost 10 years (and I miss it so much!), I still try to keep informed, and this board used to be a nice place for that. I don't use twitter and I'm not sure I'll start to use it now: if not, goodbye to everyone and thank yo...
- Tue Mar 26, 2019 8:08 am
- Forum: General Development
- Topic: Path tracing in games
- Replies: 26
- Views: 26868
Re: Path tracing in games
Things seem to be progressing the exact same way we did in the offline world Yes, that's what I think it is happening (and will happen with some luck = if nVidia don't give up due to the warm reception). Might take a little longer for games though - in feature work render times have gotten signific...
- Wed Mar 13, 2019 1:55 pm
- Forum: Visuals, Tools, Demos & Sources
- Topic: My little path tracer
- Replies: 36
- Views: 22750
Re: My little path tracer
I think the jade Buddha is really amazing!
- Mon Sep 24, 2018 12:04 pm
- Forum: General Development
- Topic: Path tracing in games
- Replies: 26
- Views: 26868
Re: Path tracing in games
I think that many of the ideas expressed here several years ago could be now revisited with the new RTX in mind. For example, the complexity level reached by rasterizazion engines is something that has been discussed a lot recently. Or the hybrid approach that I considered in the opening message see...
- Mon Sep 24, 2018 11:50 am
- Forum: Links & Papers
- Topic: CUDA 10 available
- Replies: 6
- Views: 12631
Re: CUDA 10 available
Honestly, I was expecting more discussion here related to the new RTX tech: game development aside, is there some interest among the offline rendering community? I suppose that even while the first iteration might not offer much in this regard (perhaps still too dependent upon rasterization?) the fu...
- Fri Mar 23, 2018 7:59 am
- Forum: General Development
- Topic: DXR
- Replies: 6
- Views: 7228
Re: DXR
I'm very happy with all these news: after all, would have ever changed the market without a widely adopted api supporting RT in a incremental way? I don't think so. I hope that the next few years will show the same pattern we've seen with vertex/fragment shaders. It was 20 years ago or so that I've ...
- Thu Jul 23, 2015 6:30 am
- Forum: General Development
- Topic: Question about normal mapping in Ray tracingIt looks like al
- Replies: 7
- Views: 8639
Re: Question about normal mapping in Ray tracingIt looks lik
In my personal raytracer I've implemented normal maps. I don't really remember why those instead than bump maps (at the time I used to have PBRT as inspiration), but perhaps this is due to the fact that NP were mentioned everywhere on the forum I used to attend for proramming advices (gamedev.net).
- Wed Feb 04, 2015 8:30 am
- Forum: General Development
- Topic: Colibri Renderer
- Replies: 12
- Views: 11726
Re: Colibri Renderer
Pretty cool! Do you write entire renderer from scratch or you base on some other open code? I know how you feel :D Unlukily I had to give it up a few years ago, after real life demands limited my time and energy up to the point that I was no longer able to keep working on spare time projects. Too b...
- Tue Oct 21, 2014 7:41 am
- Forum: General Development
- Topic: questions about displacement, normal and bump
- Replies: 4
- Views: 4034
Re: questions about displacement, normal and bump
I think that normal mapping is really useful. Back when I still had the time to have fun in working on my raytracer, implementing NM was easy enought and offered nice results.
- Tue Feb 26, 2013 7:38 am
- Forum: General Development
- Topic: Advanced scene description format - is there a need?
- Replies: 15
- Views: 9411
Re: Advanced scene description format - is there a need?
Okay, I see your point. And I believe many others would share you opinion with you if we ask. But I can think of some scenarios where I see conditionals useful. Depending on command line options you can select different versions of the objects to be rendered (high-res/low-res). You could organize o...