Search found 164 matches

by graphicsMan
Fri Aug 23, 2013 12:09 pm
Forum: General Development
Topic: Speed Issues with GPU BVH rendering
Replies: 14
Views: 12480

Re: Speed Issues with GPU BVH rendering

Is that 300 Mrays/s with the cheap BVH he's using?
by graphicsMan
Fri Aug 23, 2013 3:22 am
Forum: General Development
Topic: Dielectric BRDFs
Replies: 6
Views: 5247

Re: Dielectric BRDFs

Look into the Ashikhmin-Shirley model, the Ward model, or the Cook-Torrence model.
by graphicsMan
Wed Aug 14, 2013 2:20 pm
Forum: Links & Papers
Topic: An Border-Stable Approach to NURBS Surface Rendering for Ray
Replies: 3
Views: 6495

Re: An Border-Stable Approach to NURBS Surface Rendering for

I'm suspicious that these guys do not reference Abert's work "Direct and Fast Ray Tracing of NURBS Surfaces" which is much newer than Martin's NURBS paper.
by graphicsMan
Tue Aug 13, 2013 1:27 am
Forum: General Development
Topic: Best method for IOR
Replies: 9
Views: 6297

Re: Best method for IOR

Ah, you just want to implement a single refractive object. I'm not sure either one is better than the other. I think the flag toggle is probably easier. That way you don't need to know triangle winding orders nor consistent shading normals.
by graphicsMan
Mon Aug 12, 2013 8:30 pm
Forum: Links & Papers
Topic: Ray Tracing is the Future and ever will be
Replies: 23
Views: 24431

Re: Ray Tracing is the Future and ever will be

I can't find any reference to it now. I wonder if I'm thinking of another filtering technique... perhaps I'm just smoking crack :)
by graphicsMan
Mon Aug 12, 2013 6:49 pm
Forum: Links & Papers
Topic: Ray Tracing is the Future and ever will be
Replies: 23
Views: 24431

Re: Ray Tracing is the Future and ever will be

I could be wrong, but I thought I might mention that I *believe* this work is IP encumbered...
by graphicsMan
Mon Aug 12, 2013 5:18 pm
Forum: General Development
Topic: Best method for IOR
Replies: 9
Views: 6297

Re: Best method for IOR

I should also mention that there are a handful of small updates to the paper in my dissertation (http://graphics.cs.ucdavis.edu/~bcbudge ... _final.pdf)
by graphicsMan
Mon Aug 12, 2013 5:17 pm
Forum: General Development
Topic: Best method for IOR
Replies: 9
Views: 6297

Re: Best method for IOR

A volume stack sounds like an interesting option but how would you handle the intersection in this case? In real life you often have different tessellations for the glass model and the water model. How should the intersector detect if he has hit the right surface? Or how can you make sure to hit th...
by graphicsMan
Mon Aug 12, 2013 5:13 pm
Forum: General Development
Topic: Best method for IOR
Replies: 9
Views: 6297

Re: Best method for IOR

What if you have a glass cube that's half in the water, half in the air? You will then need to split some cube faces along the water border, so you can assign them different media interfaces. This is theoretically possible, but puts some load on the modelling tool, and I guess could be undesirable ...
by graphicsMan
Sun Aug 11, 2013 3:42 pm
Forum: General Development
Topic: Best method for IOR
Replies: 9
Views: 6297

Re: Best method for IOR

I think without modeling support there's no real good way. A paper I wrote with a colleague used a CSG-like method for handling nested dielectrics (Simple Nested Dielectrics in Ray Traced Images). We were able to use existing modeling software (Maya), but we had to augment the output with priorities...