I am currently implementing a basic raytracer in c++. Works pretty well so far, matte materials (with ambient and diffuse brdf) work as expected so far.
I noticed most 3d voxel models are actually pretty low resolution, but then are rendered all smoothed out with some sort of interpolation.
I am currently working on some raycasting in GLSL which works fine. Anyways I want to go from orthogonal projection to perspective projection now but I am not sure how to properly do so.
This is just a LARGE generalized question regarding rays (and/or line segments or edges etc) and their place in a software rendered 3d engine that is/not performing raytracing operations. I\'m learnin
What I\'m doing I have a scene which algorithmically draws a prism with a hexagonal cross-section and n layers of such prisms 开发者_如何学Gosurrounding the center one, such that all the prisms toget
i am currently implementing a simple ray tracer in c++. I have a class named OrthonormalBasis, which generates three orthogonal unit vectors from one or two specified vectors, for example:开发者_开发知
I am trying to determine whether a line segment (i.e. between two points) intersects a sphere. I am not interested in the position of the intersection, just whether or not the segment intersects the s
I have a black and white 2D drawing of a silhouette (say, a chess piece) that I would like to rotate around an axis to create a 3D object.
I\'m trying to traverse a 3D KD-Tree in my raytracer. The Tree is correct, but there seems to be something wrong with my traversal algorithm since I\'m getting some errors compared to using a brute-fo
can开发者_JS百科 someone point me to a paper/algorithm/resource/whatever that tells me how to implement a texture minification filter (applies when texels are smaller than pixels) in a raytracer?