Baby Steps... back

(L) [2007/10/19] [Wussie] [Baby Steps...] Wayback!

Couple 'o Screenshots of my current work-in-progress 'build your own raytracer' assignment sponsored by our very own Phantom.

Currently it's still only single-ray queries and no accelaration but I'm getting some pretty results which I thought I'd share ^^.

When time allows I'll be looking into acceleration and optimization but for now I'm just exploring and adding some features I'd like to have.


[IMG #1 ]

First render after sphere textures worked, always love these geeky-test renders \o/


[IMG #2 ]

Shiney planet and inner-sphere intersection for the 'star map' on the background.


[IMG #3 ]

Test-render for the 'advanced texturing' implementation. Currently using one extra texture layer extracted from a .TGA file, using the Blue channel for alpha/intersection determination

(needs work, currently it's just if blue == 0, ignore intersection) and the red channel specifies amount of reflectivity.

Might be a bit harder to see but the clouds are reflected in the earth's water-surfaces, and drop shadows.


Mind you, of course it's a lil' rough on the edges but hey... It's better then nothing [SMILEY Very Happy] If people are interested I'll post some more screens as time goes by, got some nice and interesting features planned.


textures from:

[LINK http://images.google.nl/imgres?imgurl=http://www.oera.net/How2/PlanetTexs/MoonMap_2500x1250.jpg&imgrefurl=http://www.oera.net/How2/TextureMaps2.htm&h=1250&w=2500&sz=950&hl=nl&start=2&um=1&tbnid=PzPVe-BZneKU8M:&tbnh=75&tbnw=150&prev=/images%3Fq%3Dmoon%2Btexture%26svnum%3D10%26um%3D1%26hl%3Dnl%26client%3Dfirefox-a%26rls%3Dorg.mozilla:en-US:official%26sa%3DN here]

and

[LINK http://planetpixelemporium.com/earth.html]


If anybody has some good -high- res star-map textures and would be willing to share them, gimme a holler, they seem to be tricky to find [SMILEY Very Happy]
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[LINK http://www.lost.eu/66d97 Whatever you do, don't click me]
[IMG #1]:Not scraped: https://web.archive.org/web/20071026162130im_/http://dump.harbl.nl/screenshot3-fixed.png
[IMG #2]:Not scraped: https://web.archive.org/web/20071026162130im_/http://dump.harbl.nl/stars720.png
[IMG #3]:Not scraped: https://web.archive.org/web/20071026162130im_/http://dump.harbl.nl/reflectionmap.png
(L) [2007/10/19] [macdonag] [Baby Steps...] Wayback!

Congrats - these images are nice - I suppose I'm a classmate, although I've got nothing interesting to post up just yet [SMILEY Smile]


Are the planets animated at all?


g
(L) [2007/10/19] [Phantom] [Baby Steps...] Wayback!

That would be a virtual classmate, this guy really is my student. I'm a lecturer. [SMILEY Smile]
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Whatever
(L) [2007/10/19] [macdonag] [Baby Steps...] Wayback!

Haha - I thought he was referring to the flipcode/devmaster tutorial [SMILEY Smile]
(L) [2007/10/19] [Wussie] [Baby Steps...] Wayback!

they're not animated as of yet; if time allows I'm planning on rendering some cameratrack trough the 'solarsystem' correctly scaled and rotating around eachother/the sun, but that's most likely going to take a lot of more time then I currently have to finish this assignment [SMILEY Wink]
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[LINK http://www.lost.eu/66d97 Whatever you do, don't click me]
(L) [2007/10/21] [Wussie] [Baby Steps...] Wayback!

shaping up a bit more;

[IMG #1 ]

(click [LINK http://dump.harbl.nl/wallpaper2.png here] for 1440*900/16x Antialiasing version [SMILEY Wink])


added alpha transparancy with some weird custom i don't know what kind of algorithm to make it look like an ozone layer [SMILEY Wink] It's probably sortof like beer's law... but most likely different. The 'nightmap' (yellow lights on dark side of the earth) was a quick hack, but i felt like it'd add a lot to the images =]
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[LINK http://www.lost.eu/66d97 Whatever you do, don't click me]
[IMG #1]:Not scraped: https://web.archive.org/web/20071026162130im_/http://dump.harbl.nl/nightmap.png
(L) [2007/10/22] [lycium] [Baby Steps...] Wayback!

cool, always nice to see people joining the guild ;) for an advanced texturing assignment you should implement some bilinear/trilinear filtering! i see you have some text for that already, just drop in the 4 lines of code and flip that 0 to 1 :)


btw, for a graphics assignment at my uni (using opengl), i hacked a "soft shadow" check, it's extremely fast and looks quite ok, could be useful in your realtime tracer to soften up the shadows cast by e.g. the moon; it basically fudges the quadratic discriminant you get from the ray/sphere test against the occluding sphere. here's the commented sphere-illumination method straight from my assignment:
(L) [2007/10/22] [Wussie] [Baby Steps...] Wayback!

aye thanks! Might prove usefull. As far as my knowledge goes this tracer doesn't have to go realtime, but i might attempt to at least get it a bit faster then what it is now. The bilinear filtering code is allready in there but was causing some issues, guess ill have a whopper at that later on today [SMILEY Smile]
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[LINK http://www.lost.eu/66d97 Whatever you do, don't click me]

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