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Ray Tracing

fluxy - An Experimental Realtime 2d Path Tracer

2008-09-18

what

http://phresnel.org/./gen-image/Ray Tracing/fluxy/screenshot0.png

http://phresnel.org/./gen-image/Ray Tracing/fluxy/screenshot1.pnghttp://phresnel.org/./gen-image/Ray Tracing/fluxy/screenshot2.png

fluxy is an experimental realtime path tracer in 2 dimensions. See http://web.archive.org/web/20040412083544/www.cfxweb.net/~lyc/2dgi.html for an introduction to Global Illumination in 2d, thanks Thomas Ludwig (lycium) for that inspiring article.

To play with the light source, simply press the left Mouse Button, and Move the Mouse.

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4k

ntropy2k7: a 4k flame fractal renderer

2007-07-22

http://phresnel.org/./gen-image/4k/ntropy2k7/universalix_0001.jpghttp://phresnel.org/./gen-image/4k/ntropy2k7/universalix_0002.jpg

abstract

I proudly finished my first 4k. It's a flame-fractal sampling program (some also say fractal-flame or fractal-flame-renderer or whatsoever; I am unsure which one is the correct; besides, the whole thing is of course based on a special form of iterated function systems, or IFS). While it does not produce the most pretty fractals of all times due to a lot of kludges in the code (e.g. I kicked out the variation weight normalization), I managed to pop in all of the 16 variations of Scott Draves' "The Fractal Flame Algorithm".

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Ray Tracing

q/kd-Demo

2007-06-12

http://phresnel.org/./gen-image/Ray Tracing/qkd/0.jpghttp://phresnel.org/./gen-image/Ray Tracing/qkd/1.jpghttp://phresnel.org/./gen-image/Ray Tracing/qkd/2.jpg

Summary

This Ray Tracer only existed and died with one thing: the q/kd-tree, a hybrid acceleration structure, containing the best of Kd-Trees [0] and Quadtrees [1]. Backed with this acceleration structure, I really achieved some frames per second, but see what I wrote in the IOTDs.

No sourcecode inside, just the binary: http://phresnel.org/d/obirdemo1_x86SSE_linux.tar.gz

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Ray Tracing

Gladius GPRT in Real Time Land

2006-11-17

http://phresnel.org/./gen-image/Ray Tracing/gladius/gladius.jpg

Summary

Gladius, a Ray Tracer I coded up to be so general purpose that it handles both Realtime & Non-Realtime (i.e. Realistic) Ray Tracing. In the end, it failed due to the big amount of maintaining it needed.

You can find lots of information on gladius and lots of links on further readings in its blog.

No sourcecode inside, just the binary: http://phresnel.org/d/gladius.demos.1.win32.rar

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HW-Raster

A simple Bump-Mapping Demo

2006-01-19

http://phresnel.org/./gen-image/HW-Raster/root-bump/paralyzation_01.jpg

Summary

An old demo I made with my yet older root-engine. You can find more information about the root-engine in the archive and deep down in the IOTDs here.

No sourcecode inside, just the binary: http://phresnel.org/d/paralyzation.rar

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Ray Tracing

Submission for the Flipcode Coding Contest on Fluid FX

2002-06-29

http://phresnel.org/./gen-image/Ray Tracing/fluid/fcc-2002.jpg

Summary

The one and only submission ever I made ever to a flipcode [0] coding contest. Nothing really special, and at that time I did know de-facto nothing about Ray Tracing. The topic of the contest was to create something that has to do with fluids. So I wrote a so somewhat minimalistic Ray Tracer, with just two hardcoded planes and lots of noob-assembly. Heh, I landed on 3 of 4.

I cannot recommend to read the sourcecode, except for a quick laugh ;)

Download anyways (sourcecode inside): http://phresnel.org/d/fccontest.june2002.rar

references

0:flipcode.com, http://flipcode.com

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