| iql March 18, 2005, 02:47 PM |
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Hi all. Thanks for the coments :)
Sebastian Wagner wrote:
>104 million MODELS have been tested, running at several frames per second
Now THAT'S impressive! ;)
104 million tris ;)
Jacco Bikker wrote:
BTW do you use adaptive supersampling? Just curious. And while I'm at it, I might as well ask another question: If you had to choose, would you first implement bump mapping, or adaptive super sampling? :)
Well, the bump mapping is not something the raytracer engine should implement, but the "shader" itself. In fact it is allready done (and tested on other models) becasue is quite easy, both texture-based (normalmaps) and procedural. I also have other effects like reflection/fresnel/refractions, procedural textures (like the sea in this picture), and others. But as I said, I think thatīs something more on the shading part, no the raycaster itself.
The AAA is bit more complex. So, I would start with the bump mapping if you have to choose :)
El Pinto Grande wrote:
Now for the performance part, as you're a bit light on details, i'll have to wild guess: 1 light, most rays missing the detailled mesh...
Well, I can tell you that when you are completelly inside the ship walking thru the 40 canions inside, performance does not suffer. In the other hand, quite a lof of CPU work in this picture is actually spend on the ocean. Several Perlin noise evaluations are performed for the ocean surface and bump map, plus the reflection/refraction rays on the ocean.
El Pinto Grande wrote:
I'd say you've gone the Wald style, right?
Well, there are good ideas in Wald's methods, but his is not "The True". There are some similar points in his and my method, thougth.
Well, I will post some new images when I have a faster inet conection next week. Thank you all.
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