a technique for generating an image by tracing the path of light through pixels in an image plane and simulating the effects of its encounters with virtual objects

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Camera with physical parameters

I need to create a Camera following this parameters : [camera] focal_length = 1.119968176 width = 4912 height = 3264 pixel_aspect = 1 principal_point = 0.5 0.5 rotation = -0.9926100969 -0.1198614389 ...
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1answer
34 views

DirectX shader - how to spread raytracer computation over multiple frames?

I'm playing around making a shadertoy style SDF raytracer in HLSL and to make it run faster on high resolutions (1080p and up) I'd like to spread the computation over multiple frames. Right now I ...
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1answer
46 views

FInd out if AABB is left/right/below or obove a ray

What algorithms are there to find out in which quadrant of the ray an AABB is given a roll value? My idea was to rotate the cube by the negative rotation of the ray and move it by the negative ...
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0answers
11 views

How to use Bidirectional path tracing on sky dome for rendering indoor

Is it possible to use bidirectional path tracing to render an indoor scene where the light source is skylight(no sun) coming through a window? I think I roughly know how this is done if the light ...
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1answer
60 views

Calculate distance from the centre to the edge of a cube in OpenGL

I'm trying to calculate the distance between a central point on a cube and anywhere on the surface of the cube, depending on the location of a second 3D point. I have two vertices in 3D; Q and P. Q ...
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1answer
64 views

Hit detection for partially covered object?

Say you have a character standing behind cover such that some of its body parts like a shoe or a palm is still outside the cover. An explosion takes place close to the cover . In real life this ...
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75 views

How to use Halton sequence in Quasi-Monte Carlo for Global Illuminaiton

I am trying to use Halton sequence numbers for MC estimator for rendering equation. At the moment I pass one instance of .Net Random object and get next number every time using same object thought the ...
4
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1answer
80 views

Ray-tracing Moveable Objects

I am fond of creating graphics and animations using the frameworks on the iOS platform; lately, I discovered that, in order to create better visual designs, those higher-level of frameworks do not ...
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44 views

Does light source color defines its radiance?

My understanding is that a light source can emits wavelength in red colour; and the same red light source (viewed from the same angle) can have more intensity if it emits much more light flux and ...
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43 views

Dark image on Stochastic path tracing

I am trying to implement stochastic path tracing, where direct and indirect illuminations are evaluated separately. Below is an example of the direct illuminance with 4 rays per pixel and 16 shadow ...
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0answers
110 views

How should i go about rendering voxels?

What i would like to do is something like this: And iv'e considered just brute-forcing it with raytracing and octrees and such. However, is it fast enough? What would be the fastest method for ...
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1answer
28 views

How to find a point of taking into account the distortion of the projection

I can not find the material that will help me to implement the algorithm of coordinate transformation based on the distortion of the projection. I am creating a code recognition algorithm (similar to ...
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1answer
130 views

Project camera-to-pixel ray in world coordinates

I'm trying to implement a very simple ray tracing function but I have a problem with projecting the camera ray (from camera to pixel) to the world space. In the screen coordinates have the pixel ...
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1answer
38 views

Limit Quaternion/vector3 axe in a certain interval

I have some trouble to understand, and handle Quaternion and Vector3. I'm improving the tutorial Tank of Unity: EDIT: Because a video explain so much better, there is a link to the 30 secondes video ...
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0answers
34 views

How to convert Non-Axis Aligned Bounding Boxes to AABB

I'm trying to write a raytracer to render boxes (cubes) that are arbitrarily rotated, i.e. not necessarily axis aligned. While I'm reasonably comfortable ray-tracing an axis-aligned cube, I don't know ...
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0answers
63 views

Spectral path tracing - image color/brightness incorrect

I implemented a spectral path tracing using physically base BRDF models such as Oren-Nayar,Specular Reflection and Transmission, Lambertian. All calculation in the path tracer uses standard illuminant ...
2
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0answers
47 views

Bidirectional Path Tracing questions

I'm coding a Bidirectional Path Tracing application for school in C++ and I have some questions (I haven't found useful explanations on the web) 1) Why does the EyePath have one more vertex? 2) When ...
4
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1answer
72 views

Ray tracing - BRDF using Cornell measured spectral data

I wrote a ray tracer that implements various BRDF models (Oren Nayar, Lamber, Torrance Sparrow and so on). Now I'm trying to implement a BRDF from measured data. I choose the Cornell database data ...
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2answers
213 views

Efficiency - Cubemap or Raytraced reflection?

I'm an amateur in 3D game development. The thing I want to know is shading related. For reflection purpose, which will be the efficient way? Either "Realtime render to Cubemap" or "Ray trace based" ...
3
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1answer
41 views

How can I calculate the U,V texture coordinates on a disk at infinity given only a view vector and a vector pointing to the disk's center?

I'm using an approach similar to Bruneton's paper on atmospheric scattering for rendering my sky and am trying to extend it to add a textured moon. Long story short, the paper works by essentially ...
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2answers
483 views

How do I test for intersection between a ray and a cone?

I decided that writing a ray-tracer in my game was a brilliant idea, and so now I am looking for code to use for ray to primitive intersection tests. I have based my effort on this very nimble yet ...
9
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3answers
374 views

BRDF and Spherical coordinate in ray tracing

I developed a ray tracer that use standard phong/blinn phong lighting model. Now I'm modifying it to support physically based rendering, so I'm implementing various BRDF models. At the moment I'm ...
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2answers
97 views

Poor CUDA performance, raytracing

I use CUDA 7.5 to learn the basics of raytracing. So far I've done nothing but constant color no-lighting spheres-only raytracing. But my delta time is already 14 - 16 ms for 800x600 resolution - 1 ...
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1answer
199 views

Getting ray using gluUnProject or inverted MVP matrix

I've read a lot of topics here, on SO, opengl.org etc. Example how gluUnProject should work (from NeHe tutorial): winX = (float)x; winY = (float)viewport[3] - (float)y; glReadPixels( x, int(winY), 1, ...
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2answers
131 views

Cursor position to a 3D ray using angles

I've been stuck for a month trying to get gluUnProject working. After my attempts to use gluUnProject failed (as well as attempts to implement gluUnProject functionality manually) I implemented method ...
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1answer
173 views

Ray tracing - glossy reflection

Here I am again with my ray tracer for ipad. Now I'm trying to add glossy reflection to an object. How do i implement it? I read some documentation online like these: http://www.cs.cmu.edu/afs/cs/...
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233 views

Raypicking / raytracing in OpenGL

Alright, so before you down vote saying that OpenGL doesn't support rays for rendering, please read: So I want to detect a quad in opengl 1.1( I don't want to use opengl 3.0). I wanted to detect it ...
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1answer
51 views

Ray tracing - texture and phong lighting

Other questione releated to my ray tracer implementation for iPad. If I have a polygon that has a texture and a material, how do I calculate the color using Phong lighting model? Is the texture used ...
2
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1answer
230 views

Ray tracing - draw polygon (square/bounded plane)

I'm going on with my own ray tracer as an iPad app for a school project. This is the result with soft shadow, antialiasing, pure reflective and pure transparent object: Now i want to change the ...
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vote
1answer
769 views

Ray tracing - soft shadow

I'm implementing my own ray tracer as an iPad app for a school project. At the moment this is the result: I need to add the last requirement, soft shadows, but I can't find a complete reference ...
2
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1answer
479 views

Simple Doom style engine question

I've just started making a 'raycast' engine, a pseudo 3D FPS engine similar to Wolfenstein/Doom. I haven't done much reading so my implementation is likely very naive. My current working prototype ...
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79 views

A simple “beam tracing” simulation

I am trying to implement a simple beam tracing simulation. Basically it models the path of a beam within a pipe: In the picture, the beam starts emitting from p1, hitting the boundary at p2 and ...
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1answer
363 views

C++ Ray Traversing in 3D Voxel game

I'm currently working on a Voxel game in 3D and need a tad bit of help to figure out what Voxel the player is looking at. This is the data I currently have: GRRLIB_Camera3dSettings(Player.x, Player.y,...
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1answer
3k views

How to calculate ray polygon intersection? [duplicate]

I'm in a class where we are creating a ray tracer from the ground up in C++. I'm at a point where I can't seem to wrap my head around the math that is required to calculate the point at which a ray ...
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0answers
376 views

Ray-Triangle Intersection Detection using Barycentric Coordinates

I am attempting to convert the algorithm from http://www.cbloom.com/3d/techdocs/fast_ray_tri.txt to java code, but my solution does not function correctly. The only intentional change I made was for ...
8
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1answer
325 views

Specular banding with high specular power

We're having some issues with our ray tracing in DirectX, especially with some serious banding issues with specular. With high specular power (above 8) banding starts. I'm wondering if this is an HDR/...
0
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1answer
176 views

Degenerate AABB (axis aligned bounding box), does this always intersect?

I'm studying ray-AABB intersections and I'm asking myself: what would happen if one of the dimensions of the axis aligned bounding box was degenerated? For instance: AABB_min = {1,1,1} AABB_max = {...
2
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1answer
2k views

Rendering lightmaps at runtime

I'm creating a procedural terrain system for Unity. And I'm looking for ways to efficiently cast self-shadows on it. If it wasn't procedural, I could simply bake a lightmap using Beast. But, I can't ...
0
votes
1answer
232 views

Overlapping sibling problem in AABB tree

I'm trying to make a real-time GPU (CUDA) ray tracer, and for now I'm tracing single rays, but I've ran into a problem: the BVH. This [PDF]paper has been my inspiration for the theoretical part, and ...
2
votes
1answer
2k views

Ray Tracing in 3D - generating a ray

A ray is shot from the camera eye to the camera screen at point (i,j) how do I get the coordinates of that point in 3D world coordinates? The best I could find online is for point S S = Q + au + bv ...
2
votes
2answers
782 views

Raytracer texture mapping (to triangle mesh) leaving artifacts

So I am trying to get OBJ loading working in my raytracer. Loading OBJs works fine, but I am having some trouble with getting the texture mapping working. Here is an image of my result. It is ...
4
votes
2answers
550 views

What is the state of the art of ray tracing on the GPU?

I think ray trace rendering had to be done on the CPU for a long time. But since we have compute shaders in OpenGL 4.3 now, it might be possible to move the computations on the GPU and perform ...
3
votes
2answers
243 views

How does a point squared equal the radius squared?

I am working on a simple ray tracer but I don't understand some of the formulas. One that is bugging me at the moment is this: If a sphere is centred at origin, a point p lies on a sphere of ...
4
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1answer
185 views

Forcing early-z with raytracing

I'm working on a GLSL raytracer, and I need to be able to edit gl_FragDepth in the FS. However, doing so disables early-z culling. The scene is rendered front-to-back and the FS can only push points ...
1
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1answer
972 views

Ray Tracing Shadows in deferred rendering

Recently I have programmed a raytracer for fun and found it beutifully simple how shadows are created compared to a rasterizer. Now, I couldn't help but I think if it would be possible to implement ...
2
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1answer
285 views

Ray Tracing concers: Efficient Data Structure and Photon Mapping

I'm trying to build a simple ray tracer for specific target scenes. An example of such scene can be seen below. I'm concerned as to what accelerating data structure would be most efficient in this ...
3
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4answers
1k views

Real-time ray tracing: How is it done?

I wonder what technology applications like Xara3D use to be able to perform real-time ray tracing. How is such good quality rendering done in real-time?
3
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1answer
929 views

What is an easy way to work subsurface scattering into a raycaster?

I've got some neat effects with path tracing: I want to add in an ability to do subsurface scattering, but I'm unsure of the general algorithm. With path tracing, it's: foreach pixel: trace( ...
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4answers
3k views

Impact of variable-length loops on GPU shaders

Its popular to render procedural content inside the GPU e.g. in the demoscene (drawing a single quad to fill the screen and letting the GPU compute the pixels). Ray marching is popular: This means ...
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1answer
557 views

Intersecting Ray with Extruded 2D Shapes (e.g. Extruded Text)

I'm looking for a way to find intersection between a ray and an extruded 2D shape or text (defied by a Bézier curve). Any ideas?