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realtime_raytracing · Discuss programming techniques, algorithms and productions related to realtime raytracing, both software or hardware based.
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Messages 134 - 163 of 314   Oldest  |  < Older  |  Newer >  |  Newest
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134
______________________________________________________________________________ FAQ for realtime raytracing ...
Piero Foscari
wally@...
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Nov 5, 2000
9:26 pm
135
Hiho. Me and my crew just released some nice looking RTRT 64k Intro at the Dialogos 2k party. You might want to check it out, however it requires a lot more...
Shiva
shivak@...
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Nov 5, 2000
10:44 pm
136
Jo... ... Checked out! The tracer doesn't impress me much (tho it makes everything that a top-notch rtrt is supposed to do) but jesus, those textures are ...
Cesare Castiglia
c.castiglia@...
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Nov 9, 2000
7:42 am
137
hmmm, all i can get it to do ..... is crash my machine :( is there any particular "mode" my machine must be in, anything to be pre-setup ? Thanks Clive ... ...
Clive Crous
ccrous@...
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Nov 10, 2000
8:55 am
138
Hiho ... Yep. They are not generated but hand drawn with an artpad by noize. And there my wavelet image compressor really kicked in, giving us very high image...
Shiva
shivak@...
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Nov 10, 2000
8:56 am
139
ftp.scene.org/pub/incoming/DIALOGOS00/in64/kfresnel_final.zip - fresnel by kolor ( final ) is now available. thank you. some bugfixes under w2k, memory cleanup...
Shiva
shivak@...
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Nov 10, 2000
5:49 pm
140
just wanted to say that it does work quite nicely on my PII400 with voodoo II, tho the intro/extro screens are 100% orange + some text.. is this what's ...
Henrik R
henrik_83_@...
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Nov 13, 2000
5:54 pm
141
... We are starting at 8x8. I suppose there must be some better (more irregular) screen space subdivision scheme than a quadtree, but until now I didn't find a...
Shiva
shivak@...
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Nov 13, 2000
6:28 pm
142
Shiva, When I am running at anything other than 1x1, the unsubdivided squares look _REALLY_ bad. It's like you are interpolating the texture of one object ...
Jakob Nebeker
nebeker@...
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Nov 13, 2000
6:28 pm
143
Hi, just stumbled onto this site: http://graphics.lcs.mit.edu/vrmlTracer/index.html The project looks pretty odd but interesting, an interactive raytracer to...
Piero Foscari W.R.
wally@...
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Nov 20, 2000
10:25 am
144
just a stupid question for you all... what average number of rays per second do you reach on big scenes? (>1million polys, please specify the machine ...
Piero Foscari
wally@...
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Nov 25, 2000
12:31 am
145
... I'm wondering what "incredible numbers" are :-) Perhaps you've caught wind of my results or perhaps my stuff is not as great as I thought. I regularly...
Paul Kahler
phkahler@...
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Nov 27, 2000
5:51 pm
146
Hi ... yes, i also thought that lots of people might want to know what you mean by 'incredible numbers'...... and most of all, who achieves these numbers. ...
Ingo Wald
Ingo.Wald@...
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Nov 28, 2000
8:21 pm
147
... I agree. Is there any chance of getting that building w/interior data set? I'd like to give it a shot and compare apples to apples. My terrain looks...
Paul Kahler
phkahler@...
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Nov 28, 2000
9:28 pm
148
Hello! Anybody has any good idea for fast cone intersection? And what could you offer me to use to speedup my tracer? Octree or BSPtree do you prefer? The bus...
Chip of KNG
szarlada@...
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Nov 28, 2000
9:35 pm
149
... hehe, since it was just gossip (3rd hand suspects :-) i dont really like to follow the thread "officially"... actually i just wanted to understand if those...
Piero Foscari
wally@...
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Nov 28, 2000
9:54 pm
150
... i'm looking at IA64, that's the way to go... x86 architecture is too old. there are soooooo many cool things in the new processors, looks almost as if it...
Piero Foscari
wally@...
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Nov 28, 2000
10:41 pm
151
... hehm, forget these questions :-) hmm, was only the 1st scene not using ISSE? hope in the building you had that... anyway, compliments, looks pretty good! ...
Piero Foscari
wally@...
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Nov 28, 2000
11:09 pm
152
hiho For cones, I really think that transforming into Unit Cone Space and intersecting then is the only way to go. I solved the equation for generic cones...
Shiva
shivak@...
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Nov 28, 2000
11:44 pm
153
... this is the point, why should we limit ourselves to this? bye Quartz...
Piero Foscari
wally@...
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Nov 29, 2000
12:42 am
154
Hi ... hm. i got that from somebody else, and i don't yet have permission to pass it on. i'll ask him, but as you can imagine, he has spent quite some to ...
Ingo Wald
Ingo.Wald@...
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Nov 29, 2000
9:23 am
155
... i think it was turned on, but i'm not sure..... anyway, i think so (thats one of the reasons why the pages should be updated....:-) ) ... well, linux won't...
Ingo Wald
Ingo.Wald@...
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Nov 29, 2000
12:39 pm
156
Hi, I've been playing with the idea of coding a RTRT, but have never really looked into it, except thinking about it on odd occations, and recently I started...
Clive Crous
ccrous@...
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Nov 29, 2000
5:39 pm
157
... Yep... I read those manuals in march =) ... Well... let me test SSE2 first of all =) I'll make a little report as soon as I can put my hands on P4...
Marco *PaN* Foco
pan@...
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Nov 29, 2000
5:42 pm
158
... Sure ? My volumetric spotlights use cones, but I don't have two pages of maple formulas ;) ... Well... You must have a shitload of objects to see the...
Marco *PaN* Foco
pan@...
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Nov 29, 2000
5:44 pm
159
Hi! ... Of course... We've put together three animated scenes and made them available over the net for free download. The name is BART- Benchmark for Animated...
Jonas Lext
lext@...
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Nov 29, 2000
5:45 pm
160
Hi, For ray-cone, I use a CSG intersection of 2 quadrics. One being the cone of course, and the other capping it at both ends (it's really a double cone). I...
Paul Kahler
phkahler@...
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Nov 30, 2000
6:32 pm
161
... I'm sorry, I didn't know I was supposed to specify a language. My RTRT stuff is all C++ and plain C. While I do try to avoid some of the more time...
Paul Kahler
phkahler@...
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Nov 30, 2000
6:35 pm
162
... That's because you are doing very few primitives. Try several hundred thousand primitives without subdivision :-) ... You are not wrong only if you keep to...
Paul Kahler
phkahler@...
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Nov 30, 2000
6:37 pm
163
... Well, RTRT is such a new thing that there are not many docs written about it. But basically, we're just doing ordinary raytracing, but trying to skip as...
Henrik R
henrik_83_@...
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Nov 30, 2000
6:38 pm
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