Sunday, April 28, 2013

Just some screen shots today.  Still more to do, but showing promise.


Just a baby render last night on my netbook with the latest additions to the raytracer, which would include global illumination.  Still an issue to sort out with fog.  It should be based on the distance from the last ray and not always from the camera.  The result is the far away objects are getting blown out.

If your asking if it's a path tracer, the answer is no, on a few technicalities.  A path tracer makes no distinction between an object in a scene and a light source.  We do have a light source with traditional lambert lighting.  For one reason, we're not doing a high dynamic range image based lighting scheme.

We're more like global illumination by radiosity.

When in the world did I start talking this way?



Saturday, April 27, 2013

Skyball

Baby stepping through the details of the raytracer.  Working on the texture lookup for the skyball today.  Recently worked out the rotation of the camera so we could send a proper camera vector to the shader to get specular highlights.  Fog is now implemented.  Much more to do yet.



Thursday, April 25, 2013

Raytracing

I'm highly embroiled in marketing at the moment, so just having a little bit of time to work on the ray-tracer today.  Just got some basic anti-aliasing working.  You just got to take it one baby step at a time, sometimes.  Lots to do still...



Thursday, April 11, 2013

That's about all I'm going to do on the ray-tracer for today, but this test shot indicates that shadows could be working correctly.  The boxiness on the rock texture is due to the surface being bi-linear interpolated.  Cubic interpolation may clear it up, but it'd be a lot slower.


Wednesday, April 10, 2013

It's been a while since I've blogged, but today I'm playing with my first ever ray-tracer.
Don't expect all the bells and whistles, or even lighting, I'm gust getting a density function, camera projection, ray-caster, and etc, going today.  Seems to be a bit of a seam problem in the negative space.  Not doing modulus right, or something.