Search found 10 matches

by cignox1
Fri Mar 23, 2018 7:59 am
Forum: General Development
Topic: DXR
Replies: 6
Views: 1081

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: 5871

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: 7823

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: 2813

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: 6789

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). ⋅&n...
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: 4709

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).
by cignox1
Tue Feb 14, 2012 2:42 pm
Forum: General Development
Topic: Path tracing in games
Replies: 19
Views: 10722

Re: Path tracing in games

Why do everyone keep talking about path tracing? There is a wide range of algos with a different tradeoff between quality and speed. Couldn't a first step towards RT GI make use of one of them?
by cignox1
Tue Jan 31, 2012 11:03 am
Forum: General Development
Topic: Path tracing in games
Replies: 19
Views: 10722

Re: Path tracing in games

In the end technologies like path-tracing may not be necessary at all for games I agree that it is amazing the quality reached by games nowadays and that there is still room for improvements. But what about reflections (wich are important for many surfaces)? In racing games you usually have the env...
by cignox1
Mon Jan 30, 2012 1:05 pm
Forum: General Development
Topic: Path tracing in games
Replies: 19
Views: 10722

Re: Path tracing in games

That's true, and yet sfx are starting to use RT and even GI instead of the old algos available at the time of JP. Isn't there a threshold (of quality requirements or scene complexity) above which is more convenient to leave rasterization in favour of other techniques? After all, even per pixel light...
by cignox1
Mon Jan 30, 2012 10:19 am
Forum: General Development
Topic: Path tracing in games
Replies: 19
Views: 10722

Path tracing in games

I've just seen one of the latest video of the amazing path tracer developed by Jacco and I'm wondering: isn't path tracing possibly the worst (computationally-wise) rendering algorithm out there? Wouldn't other algos or even hybrid approaches (traditional RT with some sort of quick and dirty GI) be ...

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