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Member Since 07 Nov 2010
Offline Last Active Today, 03:00 PM

Posts I've Made

In Topic: Sunlight theory

17 October 2016 - 05:22 PM

(A rendering thread that's gone unanswered for 2 hours?! This isn't the GameDev that I know and love)


The theory sunlight hitting a planet is the same theory for any light hitting any object. The thing I think you're looking for, though, is Lambert's Cosine Law, which is one of the fundamental concepts in any physically-inspired rendering. Specifically, for any point on your planet, the amount that that place is illuminated is: (brightness of the light) * (cosine of angle between the surface normal and the light source) / (distance from the surface and light source)^2.


Hope that helps!

In Topic: Selective Quote feature removed?

15 April 2016 - 11:01 AM

The top users button is gone. 


Funny enough, the URL still works. The numbers are still accurate, the banner ads are gone and the fonts are changed, but everything else seems to work like they used to. The search even works still: https://www.gamedev.net/sm/ 

In Topic: General Pathtracing Rendering and Unity

12 February 2016 - 11:26 AM

There's a member here that wrote a tutorial of sorts that takes you all the way to loading meshes with pathtracing: http://www.gamedev.net/blog/2031-ray-tracing-devlog/


It's a fantastic tutorial, but be forwarned: it is a LOT of math. Very rewarding and pretty when you do get it all working though. Also note, that tutorial reads from the bottom post up :P

In Topic: General Pathtracing Rendering and Unity

11 February 2016 - 03:47 PM

I think the biggest question here is "why are you doing wanting a path tracer?" Unity is a game engine, and does "on-line" (real-time) rendering techniques, and path tracing is an "off-line" (very much not real-time) rendering. If you're looking for the really vibrant color bleeding, you might be looking for GI lightmap baking techniques instead.


If you really want to implement a path tracer, the best starting point is implementing a raytracer in general. That's what a path tracer is built on top of.

In Topic: Find triangles half of surface, and tetrahedron half of volume

10 February 2016 - 05:42 PM

For cutting a triangle in half, based on your image, the dimensions of the cut are like so: 




The same thing goes for pyramid with a triangle base, otherwise known as a 3-simplex. Multiply the height of the triangle by sqrt(2)/2 and that's how far down from the tip you have to go before you can cut perpendicularly to get a 3-simplex with half the volume