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0 answers
18 views

Years ago I implemented a CPU raytracing software and things work properly. I then implemented a DirectX 12 viewer. I just found out there is some discrepancies between my 2 implementations when i t ...
TheChamp's user avatar
1 vote
1 answer
45 views

I was following along with the "ray tracing in a weekend" e-book and I was attempting to do the first task of making a ppm file to produce an image. I have written some code but it only ...
I.Inferno's user avatar
0 votes
1 answer
98 views

I am currently doing a ray-tracer. For a start, sphere ray-casting only. When trying to rendering a scene with three spheres two rendered as expected. The third did not. In the image bellow, one can ...
user2752471's user avatar
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39 views

I have implemented the DDA algorithm in a voxel raycaster, which is working well, but I now want to cast from where it hits towards the sun, for basic shadows, but that requires "restarting" ...
Reed Thorngag's user avatar
0 votes
2 answers
284 views

I've got a RWStructeredBuffer<float> tau I'm writing to in a ray generation shader rayGen. The DispatchRays dimension are (tauWidth, tauHeight, 1) and tau has exactly tauWidth * tauHeight ...
0xbadf00d's user avatar
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0 votes
1 answer
131 views

I've coded a small raytracer that renders a scene (based on Peter Shirley's tutorial, I just coded it in Swift). The raytracer itself works fine, outputs a PPM file which is correct. However, I was ...
easythrees's user avatar
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0 votes
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56 views

I'm writing my ray tracing game engine in Swift and Metal on my Mac. So it is very necessary to make full use of the natural optimize of Metal. My current version can work, but it is incredibly slow ...
deepinFolk's user avatar
1 vote
0 answers
83 views

I'm developing my own game engine. It is for Apple devices so I write it in Swift + Metal. I firstly write it in C on CPU. After I finished and tested all of the functions and I'm sure that it can ...
deepinFolk's user avatar
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107 views

I'm trying to implement this algorithm in C#, but I have very inconsistent results at the moment, and I can't figure out why. Here is my current implementation : public static IEnumerable<Point> ...
LaGrange's user avatar
1 vote
0 answers
87 views

I'm working on a small ray tracing project and I'm trying to add a point light system to my rendering engine. Here's an excerpt of my main ray_color function, which calculates the color of a ray based ...
delmath's user avatar
  • 11
-3 votes
1 answer
100 views

When I give pointers to extension structs to be filled in when I call vkGetPhysicalDeviceFeatures, the rayTracingPipeline flag is 1, meaning it should be supported, and pretty all the flags in ...
Zebrafish's user avatar
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0 votes
1 answer
148 views

I'm refactoring a raytracer to have a window pop up that shows each scanline produced instead of having to wait for the ppm image to be rendered and open it with some ppm viewer. I've been advised to ...
Niccolò Tiezzi's user avatar
1 vote
1 answer
158 views

I wrote a toy raytracer following the popular raytracing in one weekend series that uses heavily shared_ptr for more or less everything. The codebase in nice and tidy but extremely slow (a 400x400 ...
Niccolò Tiezzi's user avatar
2 votes
0 answers
118 views

How can i convert a camera space vector to world space, given the camera direction vector, and the camera space vector? All vecs are normalized 3D vectors, and the camera space projection is correct ...
Chase M's user avatar
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1 vote
3 answers
204 views

i'm writing a raytracer based on the popular raytracing in a weekend series. i've tried to parallelize it by dividing the image in slices and give each thread a portion of the image to render: void ...
Niccolò Tiezzi's user avatar

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