Search found 14 matches

by cignox1
Tue Mar 26, 2019 8:08 am
Forum: General Development
Topic: Path tracing in games
Replies: 24
Views: 18377

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...
by cignox1
Wed Mar 13, 2019 1:55 pm
Forum: Visuals, Tools, Demos & Sources
Topic: My little path tracer
Replies: 28
Views: 13246

Re: My little path tracer

I think the jade Buddha is really amazing!
by cignox1
Mon Sep 24, 2018 12:04 pm
Forum: General Development
Topic: Path tracing in games
Replies: 24
Views: 18377

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...
by cignox1
Mon Sep 24, 2018 11:50 am
Forum: Links & Papers
Topic: CUDA 10 available
Replies: 6
Views: 10180

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...
by cignox1
Fri Mar 23, 2018 7:59 am
Forum: General Development
Topic: DXR
Replies: 6
Views: 4906

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 ...
by cignox1
Thu Jul 23, 2015 6:30 am
Forum: General Development
Topic: Question about normal mapping in Ray tracingIt looks like al
Replies: 7
Views: 8103

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).
by cignox1
Wed Feb 04, 2015 8:30 am
Forum: General Development
Topic: Colibri Renderer
Replies: 12
Views: 11002

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...
by cignox1
Tue Oct 21, 2014 7:41 am
Forum: General Development
Topic: questions about displacement, normal and bump
Replies: 4
Views: 3784

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.
by cignox1
Tue Feb 26, 2013 7:38 am
Forum: General Development
Topic: Advanced scene description format - is there a need?
Replies: 15
Views: 9101

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...
by cignox1
Mon Jun 18, 2012 9:31 am
Forum: General Development
Topic: Why I cannot get the specular reflection right with mesh?
Replies: 7
Views: 6854

Re: Why I cannot get the specular reflection right with mesh

For the white dots: I had similar issues and then I discovered a lot of NaN and INF in the calculations (caused by the mesh imported I was using a the time).