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<h1>20070712 - Fragment Raytracer</h1>
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Not all ideas make it into something useful, this one is from my archives of things that never made it very far.
I knew it wouldn't run fast enough, but wanted to see exactly what it would look like.
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Combine 3D semi-transparent textures and ray tracing, all done in a fragment shader.
Takes 3 textures, color+ray intersection acceleration distance, and material properties.
Here is the result of rendering a 64x64x64 sized 3D texture that contained a bunch of spheres.
Might be something to come back to when GPUs are 10x faster.
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The "low polygon count" look is actually from the bilinear interpolation of the 64x64x64 textures,
and the glow is caused by the normals being blended...
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<img src="20070712.jpg">
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@@ -91,6 +91,7 @@ Below this is active random migration (456 prior posts still to filter through)
<a href="20090422.html">20090422 - WFA Image Compression</a><br>
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<b>2007</b><br>
<a href="20070712.html">20070712 - Fragment Raytracer</a><br>
<a href="20070711.html">20070711 - Infinite Level of Detail</a><br>
<a href="20070710.html">20070710 - Graphics Engine Introduction</a><br>
<a href="20070709.html">20070709 - 3D Audio and KEMAR Data</a><br>