I am in the process of implementing a Ray Tracing but I have found a problem with my refraction. This are the two relevant methods, Color Scene::traceRefractionRay(Ray &newRay, Ray r) { double tmin = INFINITE; Instance *obj = NULL; HitRecord hitrec;
Just rendered my first "CORRECT" Image after a couple of unsuccessful ones.What a feeling.3D Rendering is just too rewarding.Anyways,wanted to share my image with you guys so u can tell me if its ok or if its still missing a couple of Global Illumina
Started working on a Path Tracer in C++.Naive Style.Can only handle diffuse objects for now.But I just wanted to find out if the Render Image is on the right track or If I am missing any Visual Global Illumination Features.Thanks ! :) The Samples are
I have my basic Ray Tracer up and running with multiple objects, colour and shading. When implementing a plane I define a single point on the plane and a normal to the surface. All seems well with the output apart from: if i define a plane to have a
I'm looking at the rendering equation and the source code for a classical ray tracer (so no Monte Carlo or anything yet included), included below in short pseudo code for clarity. I have trouble understanding why the cosine from the rendering equatio
So this RT code creates a 3D image, with blur, through raw code. How is that actually done without any modelling tools? I am currently working to understand how RT work and different ways to implement them, so this was kind of cool to see such a smal
So basicly I want to reflect a ray over a triangle. Here's my ray class public sealed class Ray { public readonly Point3D Source; public readonly Point3D Direction; public readonly Color Light; public Ray(Point3D source, Point3D direction, Color ligh
In my OpenGL application I have a lot of spheres (more than 100.000) and I'm willing to implement an efficient ray-picking algorithm. My approach so far was the naive one: Calculate the ray (in object space) corresponding to the mouse pointer and the
I have an assignment to implement ray tracing in Java. I'm not asking for much, just to have some information on how to construct the rays from the camera through a pixel given its x and y. I've found over the Internet a lot of sources that explain t
i'm new in Optix world and i want to try to make new project in VS 2008. My question: how can I use and modify the project "tutorial" without compiling all the examples included with SDK? I try to create new project in VS2008 with "tutorial" files bu
Can someone help me with the depth of field implementation in Ray Tracer please? I am using a simple pin-hole camera model as shown below. I need to know how we can generate DOF effect using pin-hole camera model? (image is taken from wikipedia) My b
I am currently trying to understand the ray tracer developed by Kevin Beason (smallpt: http://www.kevinbeason.com/smallpt/) and if I understand the code correctly he randomly chooses to either reflect or refract the ray (if the surface is both reflec
UPDATE: I answered my own question about what illumination model to use, but now I need to know how to calculate the Fresnel terms for reflected and transmitted rays. I have a partially-implemented C++ ray tracer. Right now Phong lighting with shadow
I'm trying to write a simple voxel raycaster as a learning exercise. This is purely CPU based for now until I figure out how things work exactly -- fow now, OpenGL is just (ab)used to blit the generated bitmap to the screen as often as possible. Now
I have the following domain that is made up of VTK poly lines -- each line starts and ends at a 'x', may have many points, and is assigned a left and right flag to denote the region on the left and right of that line, determined if you we walking dow
I am developing a Monte Carlo ray tracer in OpenCl for calculating 'view factors' for radiative heat transfer analysis and wish to know the optimal way to collate the number of times object x is intersected by rays fired from object i. Now the basic
We're building an FPS in XNA, and we're in the process of implementing collision detection. Our walls are rectangular, so the BoundingBox class seemed like a good option, but it's axis aligned. We'd really like to have non-axis aligned walls. Most of
The answer would seem to be no, because raymarching is highly conditional i.e. each ray follows a unique execution path, since on each step we check for opacity, termination etc. that will vary based on the direction of the individual ray. So it woul
I'm having a hard time following the ray-plane intersection described in the following page. SIGGRAPH Ray-Plane Intersection Here is my understanding. The plane is described as Ax + By + Cz + D = 0 or The Vector ( A, B, C, D ), Where A, B, C define a
So I'm back with another ray tracing question. My code renders spheres all fine and dandy, but cubes aren't really working. I'm using this code to test for intersections: http://pastebin.com/qgm6vpdx (It's a recursive function, t is the distance to t