ray tracing – Visual Computing Lab https://viscomp.alexandra.dk Computer Graphics, Computer Vision and High Performance Computing Mon, 01 Apr 2019 13:02:21 +0000 en-GB hourly 1 https://wordpress.org/?v=5.8.2 Ray Casting in Web Assembly Part I https://viscomp.alexandra.dk/?p=4085 https://viscomp.alexandra.dk/?p=4085#respond Mon, 01 Apr 2019 12:40:30 +0000 http://viscomp.alexandra.dk/?p=4085 Computer graphics programmers hello world
Software Ray Casting.

New tutorial page on both web Assembly and Ray Casting. Both on Medium and here!

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Path Tracing and Stochastic Progressive Photon Mapping https://viscomp.alexandra.dk/?p=1307 https://viscomp.alexandra.dk/?p=1307#comments Sun, 28 Oct 2012 20:11:02 +0000 http://viscomp.alexandra.dk/?p=1307 Some pictures and videos from our own gpu-raytracer which is physically based and currently supports path tracing and stochastic progressive photon mapping with a variety of different materials.

The left statue is made of rough glass , the middle is an imitation of plastic/wax and the right statue is copper (using sopra nk-values).

Full spectral rendering using stochastic progressive photon mapping.

A comparison between pathtracing and sppm after two minutes of rendering. Click the image to see a video-capture of the rendering.

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Stochastic Progressive Photon Mapping https://viscomp.alexandra.dk/?p=861 https://viscomp.alexandra.dk/?p=861#comments Tue, 29 Mar 2011 10:33:48 +0000 http://viscomp.alexandra.dk/?p=861

Bunny rendered with area light, rendering time approx. 8 min.

After Toshiyas visit we finally got around to implement a cuda version of his great progressive photon mapping.

It needs a lot of photons to converge, but it is really cool for caustics!

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Image based lighting https://viscomp.alexandra.dk/?p=611 https://viscomp.alexandra.dk/?p=611#comments Tue, 23 Nov 2010 15:08:30 +0000 http://viscomp.alexandra.dk/?p=611 We have been experimenting with image based lighting and importance sampling of a HDRI maps – as well as unifying our various ray trace related techniques into a single framework (codename: Cyclops). This framework is to be used for some of our future ray trace related projects, e.g. quick rebuild of acceleration structure as well as predictive rendering.

… oh, and everything is GPU based – coded from the ground up (Cuda and OpenCL).

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Ajax model meets bunny https://viscomp.alexandra.dk/?p=480 https://viscomp.alexandra.dk/?p=480#comments Wed, 21 Apr 2010 08:05:18 +0000 http://viscomp.alexandra.dk/?p=480

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4. DIVISION https://viscomp.alexandra.dk/?p=289 https://viscomp.alexandra.dk/?p=289#respond Tue, 16 Jun 2009 13:42:06 +0000 http://viscomp.alexandra.dk/?p=289 We are playing with image based lighting

division_4

Interactive 4. division.

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More raytracing https://viscomp.alexandra.dk/?p=267 https://viscomp.alexandra.dk/?p=267#comments Fri, 12 Jun 2009 15:40:02 +0000 http://viscomp.alexandra.dk/?p=267
Screenshot from our Lightsky ray tracer

Screenshot from our Lightsky ray tracer

We are  playing around with our CUDA ray tracing software. The design philosophy is to create a real-time ray tracing experience that allows the user to play with the visual parameters and get an instant feedback. This is not something revolutionary but ray tracing is such a flexible rendering technique, so the basic software can be used in a lot areas. In this demo the user can change and update the material properties at runtime.

We finally found a decent model 🙂 .

Refraction and diffuse materials

Refraction and diffuse materials, rendering time 45 sec.

But we still like some good old programmers art. The above image is a rendering that uses ambient occlusion together with classic ray tracing.

No ray tracing post without Sponza!

No ray tracing post without Sponza!

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Smoke rendering software https://viscomp.alexandra.dk/?p=219 https://viscomp.alexandra.dk/?p=219#comments Fri, 15 May 2009 08:50:48 +0000 http://viscomp.alexandra.dk/?p=219
Screenshot from the demo

Screenshot from the demo

Here is a tech demo of our Cuda smoke visualizer software. The software demonstrates real-time interaction and visualization with a smoke data set. It is possible to adjust several parameters such as density and lighting position. To download press HERE.

Screenshot of a more complex model.

Additional screenshot from the demo


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Fun with Photonmapping https://viscomp.alexandra.dk/?p=141 https://viscomp.alexandra.dk/?p=141#comments Sat, 09 May 2009 13:14:45 +0000 http://viscomp.alexandra.dk/?p=141
Photon mapping

Photon mapping

Our first attempt to use photonmapping in our Cuda raytracer, 300 samples pr pixel, 1200×800, final image rendering time 65 secs.

indirectlight

Here is the famous sponza scene in a 400 pixel pr sample rendering, without and with photonmapping. At this moment this takes a few minutes

to render, but we hope to improve on the rendering time when we learn a little more about CUDA.

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Ray marching smoke https://viscomp.alexandra.dk/?p=126 https://viscomp.alexandra.dk/?p=126#comments Wed, 06 May 2009 13:36:20 +0000 http://viscomp.alexandra.dk/?p=126 cool_smoke

Nice real-time smoke visualization, rendered by our CUDA tracer including a clear sky model. The smoke dataset was delivered by Michael Bang and Brian Bunch Christensen from the Department of Computer Science, University of Aarhus.

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