The demos are getting more and more impressive. Thanks for the pointers. I downloaded naturesuxx twice. The archive appears to be corrupted. The exceed engine...
Rafael Baptista
rafael@...
May 2, 2000 9:10 am
67
Hey I had to dload that more than twice... but it's worth the effort for sure. Some say it's even more impressive than the intro... Piero...
Piero Foscari W.R.
wally@...
May 2, 2000 10:22 am
68
Jo... ... Umm, the demo from Oxyron (well, let's say FAN) is impressive for sure, but it doesn't basically show anything which can't be faked using a common ...
Cesare Castiglia
c.castiglia@...
May 2, 2000 11:35 am
69
I didn't have any trouble downloading it (downloaded it with Go!Zilla) I think both are very impressive. Especially because naturesuxx has freelook! Peter ... ...
Peter Havelaar
Peter.Havelaar@...
May 3, 2000 10:42 am
70
Hello, we reached the size of 45 subscribers, so i guess it's about time to write a faq, even because the mailinglist is about to be announced around (in other...
Piero Foscari W.R.
wally@...
May 17, 2000 3:54 pm
71
Hi, I would like to know if any of you have seen the heaven7 demo. It's the most impresive raytracing demo I've ever seen and runs very smothly at 640x480 on a...
Ignacio Castano
castano@...
May 18, 2000 9:11 am
72
... De: Piero Foscari W.R. <wally@...> Para: realtime_raytracing@egroups.com <realtime_raytracing@egroups.com> Data: Quarta-feira, 17 de Maio de 2000...
andre
abritto@...
May 18, 2000 9:12 am
73
... Hmm, interesting question. Volumetric rendering isnt something really suited for realtime animation yet (though there is hardware for it, it's experimental...
Piero Foscari W.R.
wally@...
May 18, 2000 9:31 am
74
... I could write a little about generating the eye rays - creating a basis for them and scanning. I probably have some C code fragments to include that would...
Paul Kahler
phkahler@...
May 19, 2000 12:35 pm
75
Welcome to everybody! This my first day on this list... I've uploaded my old (but latest) RTRT engine to the file section. - There are 43 spheres on the scene!...
Tamás Kaproncai
tomcat@...
May 19, 2000 12:37 pm
76
... well we did some volumetric rendering with raytracing and then "mixed" that with a normal 3d scene (the scene was drawn using 3d acceleration). fair...
angel sastre
icg_reboot@...
May 19, 2000 1:27 pm
77
... I think long term ... sources, the eye rays ... refractions, reflections ... rays. Short term, Hi, For intersecting decisions I always use 2 kind of ...
NagyÁdám
nadam@...
May 19, 2000 3:17 pm
78
... Hmm, it's been mentioned before in this list. But since getting the final I must say that I was rather disappointed at the usage of point sampling in the...
Factory
factory@...
May 19, 2000 5:40 pm
79
... I don't quite follow what you mean here - could you explain it a bit more? Otherwise, thanks for the interesting note. An interesting tidbit: Brian Smits...
Eric Haines
erich@...
May 20, 2000 11:18 am
80
... From: Eric Haines <erich@...> To: <realtime_raytracing@egroups.com>; <nadam@...> Sent: Saturday, May 20, 2000 4:21 AM Subject: Re:...
Adam Nagy
nadam@...
May 20, 2000 1:09 pm
81
... I'm gonna writing something about that in the next weeks... Piero, are you still there ? Remember what we said ? =) -- *PaN!*...
Marco *PaN* Foco
pan@...
May 20, 2000 1:11 pm
82
... Re TomCat! Welcome to this list! =) -- *PaN!*...
Marco *PaN* Foco
pan@...
May 20, 2000 1:13 pm
83
... That's an interesting approach, of knowing in advance what the ray tree is and shooting the rays only at those objects. Have you compared shooting the rays...
Eric Haines
erich@...
May 22, 2000 11:24 am
84
... what the ray tree is and ... compared shooting the rays for the ... computed shade across the four ... or a sharp specular Actually the best approach seems...
NagyÁdám
nadam@...
May 22, 2000 5:06 pm
85
... Butti giu' l'articolo? Se vuoi io faccio una parte sulle luci di Warn... o ne facciamo due e ci citiamo a vicenda :-) (ao', ma le mail ti arrivano o no?) ...
Piero Foscari
wally@...
May 22, 2000 6:20 pm
86
I mentioned non-photorealistic effects in a previous message. For some inspiration, check out ...
Eric Haines
erich@...
May 23, 2000 3:40 am
87
... You don't really need to interpolate the normal vector. I believe the 'standard' approach for grid-based raytracing (and the technique that I use in my...
Russel Simmons
russ@...
May 23, 2000 8:58 am
88
Paul, ... Thanks, you'll get a draft quite soon. Anyway the faq and the list do focus on speed issues, not basic raytracing. After all one coming to this...
Piero Foscari W.R.
wally@...
May 29, 2000 9:21 am
89
Hi, I just thought I'd mention that I tried some very limited RT volume rendering. I used an oct-tree (however you spell that) and treated it as nested...
Paul Kahler
phkahler@...
Jun 1, 2000 7:57 am
90
... I find the following pattern works really well: 00100010001 00000000000 10001000100 00000000000 00100010001 it's every 8th pixel, but my perception is that...
Paul Kahler
phkahler@...
Jun 1, 2000 8:00 am
91
... I assume that interpolates along triangles, as opposed to being along parallelograms, ie. 00111110001 01233321000 12345432100 01233321000 00111110001 and...
Factory
factory@...
Jun 4, 2000 2:05 pm
92
Hi, I'm wondering how people handle transformation of primitives. In many of the demos they just don't do it - mostly camera fly throughs. If you're optimizing...
Paul Kahler
phkahler@...
Jun 5, 2000 6:21 am
93
... one thing you might try is not to interpolate, but instead to trace one frame every odd pixel, and next frame every even pixel. for every pixel not traced...
Bruno Schödlbauer
bschoedlbauer@...
Jun 5, 2000 6:21 am
94
Isn't that just a 45' rotated quadtree?...
Magnus Jonsson
zeal@...
Jun 5, 2000 6:22 am
95
... No, actually if I follow your notation correctly its: 231323132 343434343 Where the 2's are the average of 4 1's 132313231 The 3's are the average of a 2...