Hi everybody, ... Yes, let me also use this opportunity to express my gratetude to the helpful people around here. Ingo: I am looking very much forward to read...
286
Thomas Ludwig
pigeonbasher
Apr 13, 2002 2:30 pm
heya shaun :) i'm working on rendering an image using naive path tracing in a very difficult setting. i'm rendering with 192x192 samples per pixel :) the...
287
Marco *PaN!* Foco
pan@...
Apr 13, 2002 2:31 pm
... standard stuff ... With little attention you can easily use vc++ and still code portable stuff... vc's ide is really good, and it have very nice features...
288
Thomas Ludwig
pigeonbasher
Apr 14, 2002 12:04 pm
ok, this has to be one of the most embarassing things ever... wrong email address, posted to an entire group... OOPS :) i'm nominated for a partial darwin...
289
Ingo Wald
wald@...
Apr 15, 2002 8:13 am
... though they are also all on my web site, the best place to find them (and any successive papers, which might be written by other people) is on ...
290
elendar_k5
Jun 5, 2002 4:36 pm
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...
291
quartzy75
Jun 5, 2002 4:44 pm
... of ... like ... it's ... Check out this one: http://graphics.stanford.edu/papers/rtongfx/ Still gotta look wether what they use is in Opengl2 already... ...
292
Philippe C.D. Robert
philippe.robert@...
Jun 10, 2002 4:50 pm
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 ...
293
zepcheese
Jun 10, 2002 4:50 pm
... OpenGL 2.0 does in fact look like it includes many of the features we advocated in the paper. Of course, it is unknown how efficiently any new cards...
294
S Nirenstein
crowley9crow...
Jun 10, 2002 4:51 pm
... You could use an item buffer to get "exactly" which objects the primary rays intersect. This has been done and gives a good performance gain. But... for...
295
hybrid6666
Jun 10, 2002 4:52 pm
I've seen lots of raytracers with spheres in it, planes, nurbs, blobs, and so on, but never one with cubes. That's why I made one with cubes. You can download...
296
Joachim Diepstraten
diepstjm@...
Jun 11, 2002 11:24 am
Hi ... And it is rather unknown when OpenGL 2.0 really arrives. I heard from some sources there are serious problems in the background of the consortium. So I...
297
DjA
DjArcas@...
Jun 11, 2002 11:25 am
Seems quite good, fairly fast on my work machine too (2 gig p4) - now add lights and shadows, and I shall spend happy hours playing with it :-) ... From:...
298
Sean Carter
the_falling_...
Jun 11, 2002 11:29 am
Hey, that's pretty cool. It runs fast. I actually wrote something similar- mine is based on octrees, and you can give the tips of the octree a 32-bit rgb...
299
wurstbrot20002000
wurstbrot200...
Aug 14, 2002 10:06 am
Hello, we launched our new website, about realtime raytracing. at www.realtimeraytrace.de you fill our new rtrt-benchmark at the downloads section. If you find...
300
Lode Vandevenne
hybrid6666
Aug 14, 2002 10:06 am
I released an open source volumetric raytracer (after some discussions I found out that volumetric raytracer is the most correct name for it), the project is...
301
Sebastian Marketsmuel...
shivak@...
Aug 14, 2002 11:34 am
hi, the benchmark is nice, but the page is a little uninformative for the interrested programmer :) could you tell us a little about the dirty details of the...
302
Greg Alt
joehill1905
Mar 25, 2003 4:11 pm
I thought I'd share some things I came across and see if anyone has other links. I'm a game programmer professionally, and I'm very interested in real-time...
303
Piero Foscari
lunarage
Jun 9, 2003 10:15 pm
Hi all.... So, some news, a paper from Tim Purcell implementing photon mapping on the GPU; pretty interesting but its not yet practical (i.e. photon splatting...
304
A.W. van den Heuvel
blukske
Jun 10, 2003 10:23 pm
Hi, I recently came accross the following paper: http://www.research.scea.com/gdc2003/spherical-harmonic-lighting.pdf Still haven't checked it but it seems to...
305
Joachim Diepstraten
diepstjm@...
Jun 11, 2003 10:56 pm
Hi Wow thought this list is dead :) ... Yes definitly. Having normaly not random access is what makes gpu's fast. Look at data rates drop when using texture...
306
A.W. van den Heuvel
blukske
Jun 11, 2003 11:18 pm
... [Non-text portions of this message have been removed]...
307
Eric Haines
Eric_Haines
Jun 12, 2003 10:54 am
... A minor correction: Nathan A. Carr, Jesse D. Hall and John C. Hart. The Ray Engine. Proc. Graphics Hardware 2002, Sep. 2002 (can be found at ...
308
Piero Foscari
lunarage
Jun 13, 2003 9:25 pm
... Actually I had originally written "(is ra2m still a dream?)" :-) But who knows what will those guys come up with? Its all evolving so quickly... i.e....
309
Joachim Diepstraten
diepstjm@...
Jun 13, 2003 9:31 pm
Hi ... That's not the one I ment, I ment the one you mention below (which is at the same conference, Purcell's Photon mapping is GH and Carr is GH this year...
310
Piero Foscari
lunarage
Oct 14, 2003 10:12 pm
311
quartzy75
Apr 21, 2004 10:39 am
Hmmm, two projects that might be of some interest, both aiming at interactive shading: Gelato is Exluna's evolution, running partly on GPU... it'd be nice to ...
312
MightyMartin
th3_m4rt1n
Jan 11, 2005 9:08 pm
Hello all, let me introduce myself. My name is Martin, and i'm a student in a university in Indonesia. Right now, i'm studying Ray Tracing as my Final Project,...
313
Marco Foco
pan@...
Jan 13, 2005 9:56 pm
... I always get confused when speaking about "cone tracing", because some people mean "tracing thick rays" (a method to implement anti-aliasing) where others...