Questions tagged [raytracing]
a technique for generating an image by tracing the path of light through pixels in an image plane and simulating the effects of its encounters with virtual objects
95 questions
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How the intersection of BVH boxes can determine whether or not a triangle appears?
I'm programming a Ray Tracer using Rust and OpenGL, I've already made Ray Tracing work in the basics by converting the data to an SSBO and sending it to the Shader in a basic way... The problem is ...
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What is wrong with my path tracer in Vulkan?
I wonder whether some of you have ever stumbled upon the same problem as I have. I am trying to write a simple path tracer in Vulkan, using only diffuse BRDF for now until everything works as intended....
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what is "viewport" mentioned in the raytracing in one weekend book?
I'm trying to make a simple raytracer following the raytracing in one weekend book, but I couldn't understand why is he using what is called a viewport, he define it as a virtual rectangle, why don't ...
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Cannot transform vectors from viewport to world
I started working on a small raytracer project, and i decided to reuse my already existing openGL renderer to do this, i'm using GLM to manage transforms/positions.
However, i stumbled upon a very ...
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Implicitly ray traced cone texture mapping -- Trying to avoid atan
I am kinda looking for some ways out of this little rabbit hole.
I wanted to experiment with high fidelity per pixel cone drawing and shading. I have an application (radar) that really only needs cone ...
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Ray-Sphere Intersection Always States Ray Origin Is Point Nearest Sphere Center
I am writing a simple graphics engine using Rusts WGPU. I have a Sphere rendering at the origin of my scene like so:
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How should I bind various types of material data to the ray tracing rendering pipeline in DirectX12?
My problem is a bit complicated. When doing ray tracing rendering, all data in the scene needs to be prepared. In addition to texture resources, each object to be rendered will also have its own ...
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INSANE Slowdown when implementing MSAA
I am trying to implement MSAA in my very simple raytracer. However, when I do, my program gets and insane slowdown. I am working in Metal, and on the Metal HUD, I can see that my frametimes drop from ...
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Transforming a ray to NDC coordinates
I am trying to have ray tracing with a mesh using NanoRT and I want to be able to allow for a model transform on top of my view and projection transforms.
I have successfully transformed my ray from ...
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More performant 2D raytracing than Radiosity?
Currently if you want real-time 2D ray-traced scene lighting, you're limited to a few options: geometry based SDFs or Scene Based Radiosity. However 2D Radiosity is really the only choice if your game ...
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How can transparency be implemented in a Minecraft-like game without sorting the vertices?
I'm working on a minecraft clone with OpenGL and I've been trying to implement the rendering of textures with transparency for several days now with out succes.
What techniques can be used to achieve ...
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how to efficiently raytrace a rectangle side in 8bits without mul and div?
Imagine you are on a hardware that is 8bits like the nes or the game boy,
NO mul no div, only add and shift.
Given a rectangle or integer size nk*mk,
where k is the size of the underlying grid, and P ...
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I'm following a tutorial but I don't get the same result; why are the raytraced shadows not working?
I followed this tutorial called "Ray Tracing in One Weekend" by Peter Shirley. And I implemented the java version of it for studying Ray Tracing.
Everything was all right until Diffuse ...
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Struggling with 3D math concepts. Would like practice [closed]
Hello fellow game developers!
I graduate this October with my Bachelor’s of Game Programming and Development. I took the required Calculus and Linear Algebra. While I passed the classes I feel like I ...
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Is ray tracing performance dependent on polygon count
I want to know if mesh polygon count affects raytracing performance, by Raytracing I mean Nvidia's RTX or similar hardware accelerated raytracing.
So If I have a scene with high poly objects and total ...