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Member Since 28 Feb 2011
Online Last Active Today, 05:05 AM

Ray Tracing Devlog > Shadows and Point Lights

Posted Bacterius on 19 February 2015 - 03:13 AM

In the last entry we set up a simple ray tracer capable of rendering two spheres into an image with solid colors, without any kind of lighting. For this entry we will extend our ray tracer a little bit:
handle arbitrarily many spheres instead of just hardcoding two of them
better color representation
introduce point lights and a simple lighting model

Ray Tracing Devlog > First Steps

Posted Bacterius on 17 February 2015 - 03:33 AM

So about a year ago I posted about writing a ray tracing article series. Unfortunately I did not actually have the time to begin working on it last year, and since then it has been gnawing at me, because it's something that I wanted to do and (apparently) people were also looking forward to it. But it's never too late, and so I created this journal. I've...

Miscellaneous Programming Notebook > AntTweakBar wrapper for C#

Posted Bacterius on 20 April 2014 - 08:51 AM


I've just uploaded my C# wrapper for the AntTweakBar GUI library at https://github.com/TomCrypto/AntTweakBar.NET . Some of you might remember me already posting about this on the forum, this is a completely new and updated version, much much better than the original one. Feel free to check it out, and enjoy http://public.gamedev5.net//public/style...

Rendering Is Fun > Ray Tracing Article Series

Posted Bacterius on 18 January 2014 - 04:15 AM

I'm planning to write a series of ray tracing articles, focusing both on theory and on implementation. They will each be accompanied with a working implementation showing the topics covered, some pictures, and references to consult, though the main goal is to convey various ray tracing ideas and techniques in an intuitive way for the reader to impl...

Miscellaneous Programming Notebook > A tool I wrote

Posted Bacterius on 20 December 2013 - 08:25 PM

I made a little Python 3 tool over the last couple days, it's basically a console-based todo-list/bugtracker which is easy to use and targeted at single programmers or small teams working on smallish projects or prototypes who want something in addition to their usual source control software to better keep track of todo's and bugs that need to be (or...

Rendering Is Fun > Lens Flares: We're in business [demo included]

Posted Bacterius on 06 October 2013 - 04:05 AM

Hello everyone,
it's been a long time since my last update on lens flare rendering. Too long, arguably, since most of the work I am about to unveil in this journal entry was completed in the past two weeks or so, once everything clicked into place. First of all, here is the demo (File->Download), which requires Windows along with a DX11 capable graph...

Rendering Is Fun > Updates in lens diffraction rendering

Posted Bacterius on 22 August 2013 - 02:03 PM

Hey guys,
so I've been working on and off on my lens diffraction project for the past few weeks and I think I finally reached a milestone yesterday. I've got something that looks correct, is relatively efficient (read: not quite 60 fps yet, but certainly interactive), and simple to implement. However I am still having problems with getting the diffraction...

Miscellaneous Programming Notebook > Progress on my crypto library

Posted Bacterius on 07 July 2013 - 09:04 AM

Hello GameDev http://public.gamedev5.net//public/style_emoticons/default/smile.png

I've been working quite hard lately to overhaul my library's test driver. I hadn't updated that part of the library since back in june 2012 or so and so as predicted it was in an advanced state of decay, completely out of sync with the new coding style guidelines and othe...

Miscellaneous Programming Notebook > A few updates!

Posted Bacterius on 24 June 2013 - 08:28 AM

Hello GameDev! It's been long, far too long since my last entry. This is actually a new journal, because I've moved a bit from rendering lately for a bit to go back into my older, preferred hobby - cryptography, and generally screwing around writing code that nobody will probably ever use. Though I will openly admit this type of programming has immense ed...

Rendering Is Fun > Some progress!

Posted Bacterius on 26 March 2013 - 05:57 AM

Hello Gamedev!So you probably thought my ideas had been swept under the carpet since I posted my last blog entry  almost four months ago. Well, not at all! I'm actually making some good progress on my latest renderer, which you can already check out at my github page . There aren't too many features and it's not optimized yet, but I've been trying to get...

Rendering Is Fun > Scattering, Transmission, Absorption, Reflection

Posted Bacterius on 03 December 2012 - 10:59 PM

Hello Gamedev!

So my last entry of almost two months ago left on a note about light scattering, and this entry, which I'm sure you've all been waiting for with bated breath, will address this question at last, among others. I haven't been writing much code lately, due to time issues and - mostly - procrastination, however I had a lot of...

Rendering Is Fun > Rough Glass Microfacet Model

Posted Bacterius on 07 October 2012 - 12:49 PM

Transmission models are a bit more involved than reflection models. The basic ideal dielectric refractive model seen in many renders all over the net is nice and all, but it just doesn't cut it when you want rough transmission, such as in frosted glass.

The one displayed here is based on microfacet theory, which means we assume that the surface is not...

Rendering Is Fun > Spectral Path Tracing

Posted Bacterius on 23 September 2012 - 07:01 PM

I haven't posted in a long time, but I have been quite busy with other things. I have recently turned my attention to spectral path tracing in an attempt to investigate the "purest" form of rendering. The results are... interesting.

Spectral path tracing is essentially the same as normal path tracing, except that instead of working with RGB...

Rendering Is Fun > More GPU Path Tracing, honored guest HDR

Posted Bacterius on 07 July 2012 - 08:02 AM

in my last entry (almost a month ago) I said I was working on implementing HDR to make renders look more... plausible. Here you go. These renders (a few glass spheres with fresnel reflection and caustics) are lit completely by an HDR environment map (quite low resolution), providing realistic direction-based lighting. The floor in the left render is...

Rendering Is Fun > GPU-powered path tracing, take two

Posted Bacterius on 14 June 2012 - 01:02 PM

This image was generated with my GPU. I added minimal texture support, for the floor plane, and as an environment map (basically, when a ray does not intersect any object, its direction vector is used to sample the environment map and that is used as an approximate lighting value). I was impressed at the convergence rate, the noise disappeared in literally...