Search found 67 matches

by bikker
Thu Nov 14, 2013 4:03 pm
Forum: General Discussion
Topic: Arauna2 demo
Replies: 7
Views: 6144

Arauna2 demo

Hi all, A few days ago I released a fast GPU path tracer, called Arauna2. You can see a vid of the tracer here: http://www.youtube.com/watch?v=Znr1JJLI5uY The demo itself can be downloaded here: https://mega.co.nz/#!UphmTTxb!JAfhjCfDa3-zDo3Zy5gD9EArYxlkJKa10XPqZY8sZRs There's also a 'hires' executab...
by bikker
Sat Nov 09, 2013 6:16 pm
Forum: Programming
Topic: GRP2 discussion
Replies: 35
Views: 25407

GRP2 discussion

Hi guys, First of all: I received 30 assignments for GRP1, which is a record. Also, many submissions are of outstanding quality, so I'm quite happy. :) I didn't grade them yet; I'll do so during my Unity visit. Which brings me to: Next week there will be NO GRP2 lecture. We'll start in lecture week ...
by bikker
Tue Nov 05, 2013 11:54 am
Forum: Programming
Topic: GRP1 discussion
Replies: 75
Views: 42983

Re: GRP1 discussion

Ow but that explains: you can't pick a random direction in a cube. If you do that, you get random directions with a density that is higher in the corners, leading to the artifacts you complained about. *If* you pick directions in a cube, you need to reject all directions with a magnitude greater tha...
by bikker
Mon Nov 04, 2013 9:26 pm
Forum: Programming
Topic: GRP1 discussion
Replies: 75
Views: 42983

Re: GRP1 discussion

Are you using an alternative to the standard random generator? Also: it could be an indirect shadow of light bouncing off the red wall, occluded by the large block... It seems to match the height of that block. On the other hand: it appears to be brighter, and gets darker again at the height of the ...
by bikker
Fri Nov 01, 2013 10:42 am
Forum: Programming
Topic: GRP1 discussion
Replies: 75
Views: 42983

Re: GRP1 discussion

I have a question about the energy redistribution regarding importance sampling. As you no longer scale the energy with N dot L, the energy of all the rays will never be below 1. It would only increase due to Russian Roulette and this causes very bright spot in corners where the rays bounce a lot. ...
by bikker
Thu Oct 31, 2013 10:20 am
Forum: Programming
Topic: GRP1 discussion
Replies: 75
Views: 42983

Re: GRP1 discussion

Is that 12fps for that scene? Nice!
by bikker
Tue Oct 29, 2013 12:03 pm
Forum: Programming
Topic: GRP1 discussion
Replies: 75
Views: 42983

Re: GRP1 discussion

Here's an interesting site I ran into a while ago: https://www.shadertoy.com/ It's basically an online IDE for writing shaders, and people use it to build little demos that run entirely on the GPU. Quite a few of them are ray tracing related, and the people that write them are *very* skilled. You mi...
by bikker
Sat Oct 26, 2013 3:17 pm
Forum: Programming
Topic: GRP1 discussion
Replies: 75
Views: 42983

Re: GRP1 discussion

I think your approach for SSS is pretty decent. The way it's normally implemented is like this: the light that you get from the entry point could have entered anywhere on the mesh, but since there's steep fall-off, you limit yourself to a small sphere around the entry point. Select a random point on...
by bikker
Sat Oct 26, 2013 2:48 pm
Forum: Programming
Topic: GRP1 discussion
Replies: 75
Views: 42983

Re: GRP1 discussion

Wow. I'm going to steel that from you once you handed it in.
Love it by the way how you casually toss around terminology like "physically accurate". :) How is this not physically accurate? Just refraction with beer?
By the way, is that the full 1M tri Lucy model?
by bikker
Fri Oct 25, 2013 6:33 pm
Forum: Programming
Topic: GRP1 discussion
Replies: 75
Views: 42983

Re: GRP1 discussion

I'm looking for the most 'bang for the buck' in terms of effort and gains. Previous years, I wanted people to build the ray tracer from scratch because I felt they had to be capable of doing that at this point in the study. I still believe that, but building an app with functionality that you don't ...