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Member Since 05 Nov 2011
Offline Last Active Today, 04:12 PM

Posts I've Made

In Topic: Terrain LOD tessellation cracks

02 June 2014 - 02:03 PM

Are you using hardware tessellation? If so, can you share the code?

In Topic: Are you a gamer?

04 April 2014 - 01:50 PM

I play some games. Or should I say, re-play, since I prefer games from late 90's smile.png From modern games I play Smite and some games I find cool (I am very demanding gamer). But I must say I mostly spent my time coding than playing. Sometimes when friends show me a gameplay of new game I am like "WOW, they got nice shading". Same thing happens when I play, I am like "wow, what a nice material on that trash can..." or "this shadow artifacts are strange, wonder what's causing them" and at the same time I die or crash or whatever biggrin.png


Oh, and I once heard something like that: "I am not playing games, I am checking what kind of technology competition has" :)

In Topic: Real-time Ray Tracer in GLSL

02 April 2014 - 02:18 PM

I think you did it in a similar way as I did mine.


I don't see part for triangle intersection? Does that mean the walls in your video are just enormous speheres? smile.png


More reasonable approach for ray tracing in real-time is to use either OpenCL or CUDA, they are much more flexible than fragment shaders. As you experienced you got 10 fps for scene with 10(?) spheres and 2 lights. I don't want to discourage you in any way, but imagine you want to render scene with, for instance, 5000 triangles smile.png For that you are bound to use acceleration structures, and they might be tough to implement with GPGPU.


If you want to follow the path of writing real-time ray tracers, you can try implementing geometry shader ray tracing:



Note that this technique is slower than fragment shader method (ready article's results section for details).

In Topic: Real-time Ray Tracer in GLSL

02 April 2014 - 08:54 AM

and also my Video Card is NVidia GeForce 525M.


If you have Nvidia GPU why don't you try OptiX?


link here:


In Topic: Real-time Ray Tracer in GLSL

01 April 2014 - 05:00 PM

I don't quite get how you did this :)

In my real-time ray tracer I used compute shader instead of fragment. I am using this to experiment with new rendering technique, so it's not very sophisticated, it got texturing, reflections, shadows and classic Phong, and it's only based on speheres. I can get 60fps in 720p with one large textured sphere and dozen other flying around. All spheres are reflective (5 bounces). What I did is I just passed arrays of structures with lights and sphere's to the shader and did everything in one huge (aka uber) shader. It required to implement stack inside shader and other nifty things.


Could you describe step by step what are you doing? Could you provide us with more details, like resolution, your hardware etc.?


On a side note, ray tracing is hardcore to implement in real-time and low fps is predictable, "I'm new in Computer Graphics" and real-time ray tracing doesn't mix if you ask me.