September 29th 2009

Interactive Raytracer 4: Reflection rays

Now, I will show the implementation of reflection (from the Whitted approach). It is basically using the reflection law and recurse the ray cast.

Reflection rays

Each object can reflect a ray more or less from a different object. A mirror would reflect the light totally, and a matte object would reflect nothing. Each new reflection is a new ray tracing call, so it can be costly. The number of recursion levels will be fixed, even if an object reflects nothing: this will be implemented through shaders in the future.
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September 22nd 2009

Parallel Studio: Using Advisor Lite

After reviewing Parallel Studio, I’ve decided to look after Advisor Lite. Intel offers it for free, before the actual Advisor is released with a future Parallel Studio version. It aims at steering multithreaded development with Parallel Studio.
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September 8th 2009

Interactive Raytracer 3: Lights and shadows

Adding the lights is the first step toward a Whitted raytracer. For each ray that hits an object, several rays can be cast, reflection, refraction and shadow. The last one is the one created with lights.

Lights and shadow rays

Without light, objects are bland, seem to have no depth, … Light on a scene can be cast by several light sources. When a ray of the camera hits an object, the intersection point can be illuminated by one or several of those sources. Each of them contributes to the color of the object. If the light source direction is parallel with the normal of the object at the intersection point, the contribution will be maximum. If it is orthogonal, the contribution will be zero. The scalar product is the tool used to compute this quantity.
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August 11th 2009

Interactive RayTracer 2: Wrapping with SWIG

To ease profiling and testing, I have wrapped the library with SWIG.
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August 4th 2009

Interactive RayTracer 1: A barebone raytracer

At last, I’m starting with my first post on my attempt on Interactive RayTracing. This first one will only be on the generic global implementation.

A matrix library must be used, the same basis class will be used for each element, point or color, but with a different size (if needed). I will use a typedef for defining each of them. This will help explaining what is going on. I will not explain the code of the library, althoug the optimization of the raytracer will surely have to be done in this part of the code as well.

So a vector will be named (for the moment) Vector3df, a point Point3df, a normal Normal3df and a color Color. All elements will live in the IRT namespace.
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May 19th 2009

Interactive RayTracer

Some months ago, I’ve decided to dig into raytracing, and more exactly interactive raytracing. So I’ve started writting my own library, based on several publications.
nVidia announced recently its own framework, Intel wants also to do raytracing on Larrabee, it is the current trend.
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