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Ray-Tracing: Sphere not showing up. Is the intersection correct?
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 ...
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0
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35
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How to get exact position back after DDA algorithm
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" ...
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2
answers
218
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Fastest way to accumulate (reduce) a StructuredBuffer<float> in a compute shader
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 ...
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1
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126
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UI not updating during render
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 ...
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0
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50
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How to use the same name for different types in Metal and Swift while ensuring correct alignment?
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
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0
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83
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Why my Metal kernel function accepts a empty value?
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 ...
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0
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102
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Inconsistent results with my C# Fast Voxal Traversal Algorithm (Amanatides & Woo)
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> ...
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0
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78
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How to correctly add point light and reflection values in an ray tracing system?
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
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1
answer
90
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Device doesn't have PIPELINE_EXTENSION_NAME even though rayTracingPipeline is supported
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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How to render the light source itself in raytracing?
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
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1
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140
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Draw each rendered scanline in windowed raytracer? [closed]
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
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1
answer
154
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Smart pointers vs raw pointers for raytracer [closed]
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
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0
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104
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How to convert camera space to world space given Camera Vector and Ray vector in camera space
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
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3
answers
192
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Parallelized ray tracer is slower than single thread version
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
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1
answer
70
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Is there a way to find out why the front faces are culled instead of the back in my procedurally generated 3D model?
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 ...