Hi,
since I am new to this list as well, I'd better introdue myself first,
too...:-)
I am Phil Robert, an engineer with SGI's core rendering group and I also
do some research partially focused on raytracing for my PhD.
Regarding your questions, there are some approaches to do RTRT using GL
accelerators, the latest one is available from
http://graphics.stanford.edu/papers/rtongfx/. Further there are some
nice demos from the demo scene which do that, although kind of more
limited.
You can ie. set the z-buffer values by rendering having DEPTH test
enabled but w/o drawing. But you cannot write into this buffer directly
unless you are on a UMA machine.
HTH - but I am sure others know better and more about all this,
though...:-)
cheers,
-Phil
On Friday, May 31, 2002, at 01:07 AM, elendar_k5 wrote:
> Hi all.
>
> I'm quite new to rtrt, though I've been in the list for some months
> now. Anyway, I think I should introduce myself a bit, since it's my
> first post.
> My name is Oscar Peñas. I'm a computer science student, and I have
> some demoscene background, so I prefer the scener point of view of
> rtrt, though I don't discard other approaches.
>
> I was messing around with some ideas lately about the possibility of
> implementing a raytracer using the acceleration of modern cards, like
> for example letting opengl do the zbuffer stuff to get a preview of
> which objects are more likely to be intersected by primary rays.
> I am willing to know your thoughts to this respect. Do you think it's
> possible? What are the possibilities?
>
> Btw, say I want to use opengl's depth buffer. Is there any way of
> accessing the depth buffer memory space to manipulate its values
> directly?
>
> See ya.
>
>
>
>
>
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