26 Nisan 2017 Çarşamba

Ceng 795 / Raytacer Part 6

PART 6 Directional lights, textures and sampling

I have completed the fifth part of the ray tracer project . Currently my ray tracer suppoprts directional lights, textures, spherical uv's , bilinear and nearest filtering and perlin noise.













Timings


ellipsoids_texture: 0.29 secs
killeroo_diffuse_specular_texture: 8.34  secs
perlin_types : 1.16 secs
simple_texture : 0.15 secs
skybox : 55 secs
sphere_texture_blend_bilinear: 0.19 secs
sphere_texture_replace_bilinear : 0.18 secs
sphere_texture_replace_nearest : 0.18 secs

18 Nisan 2017 Salı

Ceng 795 / Raytacer Part 5


PART 5 Multi Sampling , Area Lights & DOF


I have completed the fifth part of the ray tracer project . Currently my ray tracer suppoprts multi sampling and with the help of multi sampling, area lights and dof. Here are the results and their timings.








Timings


spheres_dof : 16.8 secs
metal_plates_area : 11  secs
glass_plates_point : 10 secs
glass_plates_area : 10 secs
dragon_spot_light_msaa : 21.26 secs
dragon_spot_light : 0.31 secs


9 Nisan 2017 Pazar

Ceng 795 / Raytacer Part 4


Previous Work

At the free weekend(the onen without homework), I impelemented 4-wide packet tracing with SSE2 instructions. At the end, dragon scene was being rendered in 100 ms in my i5 2500k cpu. I wanted to implement refraction and reflection with SSE but before that I wanted to add another improvement which I will talk about in my next blog. So this weeks implementation is not vectorized.

PART 4 Reflections & Refractions


I have completed the fourth part of the ray tracer project . Currently my ray tracer shades with perfect mirror reflections and refractions. This part was moch more tricky than the previous ones, as the debugging is much more hard. Here are the renders for the test scenes.










Timings

CornellBox Glass : 0.21 secs
Glass Plates : 0.31 secs
Horse and Mug : 1.37 secs
Killeroo Glass : 1.35 secs
Killeroo Half Mirror : 1.68 secs
Killeroo Mirror : 1.79 secs