Hello,
So far my ray tracer is coming along quite well! It currentley only supports dynamic lights (cast shadows), sphere objects, and polygons (ONLY show reflection, polys do not show up IN reflections.. yet).
I have tested it with 3 dynamic lights, animated one light, 4 spheres, running at a 4 reflection-ray limit (for serial reflections). It runs at what GS says "230 fps" which I assume is basically faster than what GS can calculate as this is not a realistic speed.
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SO, I am actually in need of some help with the project!
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I have been trying to add block/box object support but I can't get the collision detection to work correctley (the simple dot quad formula only applies to spheres).
I would appreciate any help with a BBOX shader fragment code in particular.
I am also planning on adding full polygonal collision support and caustic/refraction traces as well.
PLEASE CONTACT ME and help me out! So far this is the COOLEST thing I have ever made let alone seen in GS, it would be awesome to complete this project and make a fully ray-traced game in GS!
sapphire specs:
requires:
-HLSL PS_3_0
-HLSL any VS
features:
(tbp - to be programmed, 100% - complete, ? - help appreciated)
-fully preformed on GPU 100%
-single pass 100%
-support real-time radiosity 100%
-shadows 100%
-multi-ray (serial) reflections 100%
-sphere objects 100%
-box objects tbp ?
-polygons tbp ?
-KD tree tracer architecture 100%
-caustics tbp
-unlimited dynamic lightsources 100%
-load models from .mdl on CPU tbp ?
-auto create KD tree tbp
-auto sync objects to tracer 50% (spheres only)
-Michael Auerbach-
http://www.groundtacticsgame.com/Alienware m17x R Custom laptop
specs:
Intel Core 2 Extreme Quad CPU Q9300
2x Nvidia 280GTX 2GB vram
6GB ddr3 memory@ 1333Mhz
512GB SSD
1200p 17' screen
runs Crysis Warhead on max settings at 1200p at 90 fps