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1 answer
94 views

I am currently doing a ray-tracer. For a start, sphere ray-casting only. When trying to rendering a scene with three spheres two rendered as expected. The third did not. In the image bellow, one can ...
0 votes
0 answers
35 views

I have implemented the DDA algorithm in a voxel raycaster, which is working well, but I now want to cast from where it hits towards the sun, for basic shadows, but that requires "restarting" ...
0 votes
2 answers
218 views

I've got a RWStructeredBuffer<float> tau I'm writing to in a ray generation shader rayGen. The DispatchRays dimension are (tauWidth, tauHeight, 1) and tau has exactly tauWidth * tauHeight ...
0 votes
1 answer
126 views

I've coded a small raytracer that renders a scene (based on Peter Shirley's tutorial, I just coded it in Swift). The raytracer itself works fine, outputs a PPM file which is correct. However, I was ...
0 votes
0 answers
50 views

I'm writing my ray tracing game engine in Swift and Metal on my Mac. So it is very necessary to make full use of the natural optimize of Metal. My current version can work, but it is incredibly slow ...
1 vote
0 answers
83 views

I'm developing my own game engine. It is for Apple devices so I write it in Swift + Metal. I firstly write it in C on CPU. After I finished and tested all of the functions and I'm sure that it can ...
0 votes
0 answers
102 views

I'm trying to implement this algorithm in C#, but I have very inconsistent results at the moment, and I can't figure out why. Here is my current implementation : public static IEnumerable<Point> ...
1 vote
0 answers
78 views

I'm working on a small ray tracing project and I'm trying to add a point light system to my rendering engine. Here's an excerpt of my main ray_color function, which calculates the color of a ray based ...
-3 votes
1 answer
90 views

When I give pointers to extension structs to be filled in when I call vkGetPhysicalDeviceFeatures, the rayTracingPipeline flag is 1, meaning it should be supported, and pretty all the flags in ...
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0 votes
0 answers
21 views

I'm following some articles to render a simple scene consisting of several spheres and light source. My question is, how would you render the light source itself? For example, a round light bulb, or a ...
0 votes
1 answer
140 views

I'm refactoring a raytracer to have a window pop up that shows each scanline produced instead of having to wait for the ppm image to be rendered and open it with some ppm viewer. I've been advised to ...
1 vote
1 answer
154 views

I wrote a toy raytracer following the popular raytracing in one weekend series that uses heavily shared_ptr for more or less everything. The codebase in nice and tidy but extremely slow (a 400x400 ...
2 votes
0 answers
104 views

How can i convert a camera space vector to world space, given the camera direction vector, and the camera space vector? All vecs are normalized 3D vectors, and the camera space projection is correct ...
1 vote
3 answers
192 views

i'm writing a raytracer based on the popular raytracing in a weekend series. i've tried to parallelize it by dividing the image in slices and give each thread a portion of the image to render: void ...
-4 votes
1 answer
70 views

I have been working on procedural generation of 3d models using threeJS. I have been able to successfully procure a model with the help of marching cubes algorithm and smoothened it with the help of ...

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