Search found 164 matches

by graphicsMan
Wed Jun 18, 2014 6:26 pm
Forum: General Development
Topic: Energy-Conserving Phong Specular Lobe
Replies: 10
Views: 8463

Re: Energy-Conserving Phong Specular Lobe

Just making sure... you've looked at Lafortune's paper on the topic? I believe it addresses sampling.
by graphicsMan
Wed Feb 05, 2014 8:32 pm
Forum: General Development
Topic: OpenCL - ray-triangle intersection
Replies: 5
Views: 7889

Re: OpenCL - ray-triangle intersection

I found "Ray-Triangle Intersection Algorithm for Modern CPU Architectures" to provide a really fast, and fairly robust ray triangle intersection. I found that MT is more robust and requires less storage, but Shevtsov's intersection test was faster for me (especially on GPU). Warning: I did this eval...
by graphicsMan
Wed Jan 29, 2014 12:32 am
Forum: General Development
Topic: Fastest AABB-ray test today?
Replies: 7
Views: 5527

Re: Fastest AABB-ray test today?

Hi Toshiya - I found that the for loop version referenced here http://tog.acm.org/resources/RTNews/html/rtnv19n1.html#art7 (the one that Eric discussed with Solomon) was quite fast. I think I made some small tweaks to that version, but it was substantially the same. It turned out to be the fastest m...
by graphicsMan
Thu Nov 21, 2013 12:40 am
Forum: General Development
Topic: 64 core cpu from intel
Replies: 13
Views: 17235

Re: 64 core cpu from intel

It's certainly superior in that it runs x86_64 code natively out of the box with no hoops to jump through. This will not get you great performance. You need to use the 16-wide SIMD lanes to really get the most out of this chip. This is not free, nor even easy as a programming exercise. It remains to...
by graphicsMan
Fri Nov 08, 2013 7:01 pm
Forum: General Development
Topic: newbie (languages)
Replies: 3
Views: 3410

Re: newbie (languages)

You can get decent perf with any compiled language; however, I think you'd find that most people doing this as a serious hobby or professionally will use C++. Some will use C. I know some people who use Java, but have ray intersection routines in C (or C++, can't recall). There are also people who u...
by graphicsMan
Fri Nov 08, 2013 6:56 pm
Forum: General Development
Topic: newbie (about intersection tests and drawing pixels )
Replies: 5
Views: 5460

Re: newbie (about intersection tests and drawing pixels )

When I first start out without any image library in particular I use PPM format because it's so trivial.
by graphicsMan
Thu Nov 07, 2013 5:35 pm
Forum: General Development
Topic: raytracing bezier patches..
Replies: 5
Views: 6485

Re: raytracing bezier patches..

Google is your friend :) There are research papers describing how to ray tracing bezier patches and NURBS surfaces. The order of the patches can be 3 or anything else you decide. 3 ensures C^2 continuity across the patch, and it is possible to model many surfaces such that you can achieve that conti...
by graphicsMan
Wed Nov 06, 2013 6:16 pm
Forum: ompf2
Topic: Moved again.
Replies: 3
Views: 6714

Re: Moved again.

woot. Does this mean that LaTeX math modes will become available again?
by graphicsMan
Wed Nov 06, 2013 6:13 pm
Forum: General Development
Topic: help on light source sampling
Replies: 5
Views: 4680

Re: help on light source sampling

You can treat area lights as infinite collections of point lights... basically your standard calculus "as these patches approach zero area" hand-wavey arguments apply here. I'm unsure where your divided by PI term comes from. Also, your "material color from intersection point" would include the cosi...