Csillámtrace - my new graphics engine

Practical and theoretical implementation discussion.
Geri
Posts: 146
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Re: Csillámtrace - my new graphics engine

Post by Geri » Fri Jul 26, 2013 10:21 pm

murmuring decrased with 50%, when moving. no speed loss for this time.
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Lo1
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Re: Csillámtrace - my new graphics engine

Post by Lo1 » Mon Jul 29, 2013 7:34 am

Hello,

I'm impressed by your work.

If I'm right your work is in this line : http://vimeo.com/62244134

Can you please advise me some goods lecture to start in your steps ?

Best,
Sky

Geri
Posts: 146
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Re: Csillámtrace - my new graphics engine

Post by Geri » Mon Jul 29, 2013 12:07 pm

mine looks far better than this.
i think the first two step is to load the voxels, and to have the trace/caster algorythm to produce rendered image. after that, you can start the optimisations. also, i dont suggest to use source codes and tutorials from internet, since they are too slow - use your own cohesive algos.
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Lo1
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Re: Csillámtrace - my new graphics engine

Post by Lo1 » Tue Jul 30, 2013 6:45 am

Yes, looks better.

Thank you, it seems easier this way than adapting an existing to another objective.

I started to read the publications of Mr. Bikker, Intel and Nvidia.
I hope to be ready to test all on Udoo for now I'll try a GK802.

But before I start with the base code.

Thank you

1040st
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Joined: Fri Jul 05, 2013 12:38 pm

Re: Csillámtrace - my new graphics engine

Post by 1040st » Tue Jul 30, 2013 12:29 pm

Sorry, but this has to be set right.
Geri wrote:mine looks far better than this.
Apples and peas!
The video shows PT @2-4W (...while you are doing PT on a n-core x86 CPU!) and its sole purpose is to show low-power traversal/intersection/PT. It is *not* about the look.
Furthermore, it does *not* work with a voxelized data set, but with triangles and a QBVH.

No comment on the rest of your statement.

Geri
Posts: 146
Joined: Fri Mar 02, 2012 7:01 pm

Re: Csillámtrace - my new graphics engine

Post by Geri » Wed Jul 31, 2013 8:53 am

1040st wrote:Sorry, but this has to be set right.
Geri wrote:mine looks far better than this.
Apples and peas!
The video shows PT @2-4W (...while you are doing PT on a n-core x86 CPU!) and its sole purpose is to show low-power traversal/intersection/PT. It is *not* about the look.
Furthermore, it does *not* work with a voxelized data set, but with triangles and a QBVH.

No comment on the rest of your statement.
i am sorry, i didnt wanted to offend you (the creator of that software?). i dont have an arm based chromebook to test my software there, to measure the rendering speed
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1040st
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Re: Csillámtrace - my new graphics engine

Post by 1040st » Wed Jul 31, 2013 11:29 am

Geri wrote:i am sorry, i didnt wanted to offend you (the creator of that software?). i dont have an arm based chromebook to test my software there, to measure the rendering speed
Ok, let me elaborate a bit more.
I am not related to the low-power project in any way, I just felt urged to set things straight.
Furthermore, it does not matter whether your voxel raycaster runs on a chromebook and how fast it is. Because - as said - that's apples and peas ...or to be more specific: voxels vs. triangles.

Therefore your statement was highly misleading and that's the reason behind my clarification attempt.

Also - to comment on the other half of your statement - the internet does have quite a lot of excellent tutorials and there *is* cutting-edge code available (e.g. Embree or the Aila/Laine kernels).
If your point was that one should understand what's really going on from ground up and not just copy and trust blindly, then yes, I fully agree.

Geri
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Re: Csillámtrace - my new graphics engine

Post by Geri » Wed Jul 31, 2013 12:08 pm

not problem, since now i am curious to know, how it runs on chromebook ;)
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Geri
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Re: Csillámtrace - my new graphics engine

Post by Geri » Sun Aug 11, 2013 7:05 pm

now i continuing to make an RTS with the engine.
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phresnel
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Re: Csillámtrace - my new graphics engine

Post by phresnel » Wed Aug 14, 2013 3:02 pm

mpeterson wrote:shit, i like this thread...
I logged in just to sign your post. Keep up the telling and the coding, Geri.

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