Search found 25 matches

by 122675
Wed Oct 16, 2013 9:43 am
Forum: Programming
Topic: GRP1 discussion
Replies: 75
Views: 46508

Re: GRP1 discussion

I spent a few days Googling it and there is indeed not much to find, but the idea is pretty simple: every ray has a random wavelength in the visible spectrum (about 400-700nm). When it refracts, use that wavelength to determine the ray's color and index of refraction (IOR). To calculate the IOR you ...
by 122675
Sun Oct 13, 2013 5:59 pm
Forum: Programming
Topic: GRP1 discussion
Replies: 75
Views: 46508

Re: GRP1 discussion

Also added some simple chromatic dispersion. It's not completely physically correct, but it adds a nice touch to diamonds.

Image
by 122675
Sun Oct 13, 2013 2:24 pm
Forum: Programming
Topic: GRP1 discussion
Replies: 75
Views: 46508

Re: GRP1 discussion

I sort of fixed my BVH, so time to do those cool things Jacco recommended. First on the list: bloom :D
I'm only using a single box blur and it's already quite slow, will have to do some optimizations later.

Image
by 122675
Sat Oct 12, 2013 10:29 pm
Forum: Programming
Topic: GRP1 discussion
Replies: 75
Views: 46508

Re: GRP1 discussion

Nice work, guys! The images are really starting to get cool now.
by 122675
Sat Oct 12, 2013 7:01 pm
Forum: Programming
Topic: GRP1 discussion
Replies: 75
Views: 46508

Re: GRP1 discussion

Thank you for the inspiration, Jacco. I will try all of these :)
by 122675
Sat Oct 12, 2013 12:44 pm
Forum: Programming
Topic: GRP1 discussion
Replies: 75
Views: 46508

Re: GRP1 discussion

Nice! I just added bilinear filtering for textures and normal maps, it looks pretty cool. What I'm going to do next is fix my BVH because I had some problems with certain meshes. I'm not sure yet what cool features I will add after that :P
by 122675
Sat Oct 12, 2013 1:12 am
Forum: Programming
Topic: GRP1 discussion
Replies: 75
Views: 46508

Re: GRP1 discussion

My light source is the HDR skydome which I did make quite bright. Also with the glass, I cheat by making rays that go from air to primitive use Fresnel as usual, but I make rays that go from primitive to air only refract. This way there are no rays bouncing around inside the glass sphere. I thought ...
by 122675
Thu Oct 10, 2013 8:16 pm
Forum: Programming
Topic: GRP1 discussion
Replies: 75
Views: 46508

Re: GRP1 discussion

That looks pretty cool! When I tried "inside" scenes I had a lot more noise than you have there, especially with such a small light source, any tricks you do to reduce noise? Yes, I do have a path tracer and the caustics did indeed automatically appear. If the ray hits a diffuse surface it reflects ...
by 122675
Thu Oct 10, 2013 6:04 pm
Forum: Programming
Topic: GRP1 discussion
Replies: 75
Views: 46508

Re: GRP1 discussion

I edited it to a better image, because I forgot to turn on AA on the last one and I like this one better. And yes, the bright spots are caustics :)
by 122675
Thu Oct 10, 2013 5:03 pm
Forum: Programming
Topic: GRP1 discussion
Replies: 75
Views: 46508

Re: GRP1 discussion

I'm sure there is a reason, but all the images I tested worked just fine :P

Image