For those that do not know me: My name is Jacco Bikker, also known as 'Phantom'. I work as '3D tech guy' at Overloaded, a company that develops and distributes games for mobile phones. I specialize at 3D Symbian games, which require highly optimized fixed-point, non-HW-accelerated 3D engines, crammed into 250Kb installers. So basically I'm having fun. As software rendering used to be my spare time activity, I was looking for something else. I tried some AI, which was great fun, and recently I dove into a huge pile of research papers on raytracing and related topics; such as global illumination, image based lighting, photon maps and so on. One document especially grabbed my attention. It's titled: "State-of-the-Art in Interactive Ray Tracing", and was written by Wald & Slusallek. I highly recommend this paper. Basically, it summarizes recent efforts to improve the speed of raytracing, and adds a couple of tricks too. But it starts with a list of benefits of raytracing over rasterization-based algorithms. And one of those benefits is that when you go to extremes, raytracing is actually faster than rasterizing. And they prove it: Imagine a huge scene, consisting of, say, 50 million triangles. Toss it at a recent GeForce with enough memory to store all those triangles, and write down the frame rate. It will be in the vicinity of 2-5. If it isn't, double the triangle count. Now, raytrace the same scene. These guys report 8 frames per second on a dual PIII/800. Make that a quad PIII/800 and the speed doubles. Raytracing scales linearly with processing power, but only logarithmically with scene complexity. Now that I got your attention, I would like to move on to the intended contents of this crash course in raytracing.
2022-06-27 15:58:00 12.2MB 光线追踪 raytracing
1
opengl光线追踪算法实现原理与源代码演示 希望对大家有帮助
2022-06-21 20:40:03 20KB opengl 光线追踪
1
Android手机光线与距离传感器系统设计与实现.pdf
2022-06-21 09:08:24 1.7MB Android手机光线与距离传感
简单的光线追踪器 Rust 中的简单光线追踪项目,用于学习 Rust 并探索光线追踪的算法和数学。
2022-06-11 14:03:50 1.27MB 算法 rust
Indigo渲染器是一款无偏差、真实感十足的GPU和CPU渲染器,通过精确模拟光的物理特性,达到最终的图像质量。最先进的渲染性能、材质和相机模型——通过一种交互式、摄影的方法,只需很少的抽象设置,就可以让您将精力集中在照明和合成图像上。拥有去噪、织物材质、GPU SSS、光照贴图烘焙等出色功能。
2022-06-08 19:11:29 271.11MB 材质 视频处理 渲染器
蓝紫抽象光线背景的科技互联网行业PPT模板免费下载.zip
2022-06-01 13:00:56 3.35MB 互联网
蓝紫抽象光线背景的科技互联网行业PPT模板免费下载.pptx
2022-06-01 13:00:56 3.44MB 互联网
经典的光线跟踪算法的openGL实现,场景内提供两个小球作为渲染对象
2022-05-24 21:19:42 6.35MB opengl
1
进行了单段钕玻璃激光放大器(SSA)的计算模拟。该计算软件引入时间因子,可优化设计放电网络参数,能根据电容器储能直接计算出储能效率和储能密度等重要激光参数,用LLNL的实验结果作了校核,并有较强的预测能力。
2022-05-23 21:53:21 1.02MB 单段放大 光线追迹 放电网络 single-se
1
Unity游戏源码 , Unity工具 , 完整的项目 , 适合学习和二次开发 。 是整个完整的UnityPackage包 , 使用新版本编译器请自行升级编译器设置就行 , C#语言的! C#语言的!! C#语言的!!! 重要的事说三遍!!!! 直接创建空项目导入打开就行了,无需其他操作 , 使用2021.2.8f1c1版本编译器正常运行 , 其他版本的编译器没测试 , 应该也可以。 unity源码 光线源码Line Waves