(Almost) Real-Time Path Tracing
Re: (Almost) Real-Time Path Tracing
Practical for what? the interactive rendering should be faster.
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt
Re: (Almost) Real-Time Path Tracing
also, running 320x240(or the 16:9 equivalent) fullscreen on a 1920x1080 monitor which seems to be the standard these days won't be very pretty.
Anyway, there are real time path tracers out there already http://www.youtube.com/watch?v=pXZ33YoKu9w
Anyway, there are real time path tracers out there already http://www.youtube.com/watch?v=pXZ33YoKu9w
irrRenderer 1.0
Height2Normal v. 2.1 - convert height maps to normal maps
Step back! I have a void pointer, and I'm not afraid to use it!
Height2Normal v. 2.1 - convert height maps to normal maps
Step back! I have a void pointer, and I'm not afraid to use it!
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Re: (Almost) Real-Time Path Tracing
That looks really pretty.BlindSide wrote:Hi guys,
I actually developed a realtime ray tracer driver for Irrlicht a few years ago but I didn't do anything with it (It was pure software and used all CPU cores and SSE2 SIMD vector instructions + BVH tree structure). It's sitting collecting dust on an old laptop of mine
Here is a screenshot of it running at (I think 60 fps on my old quadcore):
I had a demo you can run online somewhere but I misplaced it
Looking for ray tracing info, I managed to stumble on the thread where you first spoke about this.
http://irrlicht.sourceforge.net/forum/v ... ay+tracing
Any plans to revive it (though probably in the very distant future)?