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20070712 - Fragment Raytracer

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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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+ + + diff --git a/20070712.jpg b/20070712.jpg new file mode 100644 index 0000000..d9007ab Binary files /dev/null and b/20070712.jpg differ diff --git a/index.html b/index.html index 82d715d..0c70784 100644 --- a/index.html +++ b/index.html @@ -91,6 +91,7 @@ Below this is active random migration (456 prior posts still to filter through) 20090422 - WFA Image Compression

2007
+20070712 - Fragment Raytracer
20070711 - Infinite Level of Detail
20070710 - Graphics Engine Introduction
20070709 - 3D Audio and KEMAR Data