Problem with RayMarching using DistanceFunctions when applying Twist-Distortion.
category: general [glöplog]
oh, btw, the broken function still terminates very swiftly
oh, btw, the source is here for your leissure.
It's my first C++ program from scratch, but it's not very big, so it shouldn't be too troublesome to go through - I think the problem has been boiled down to the single function which I just posted, though.
It's my first C++ program from scratch, but it's not very big, so it shouldn't be too troublesome to go through - I think the problem has been boiled down to the single function which I just posted, though.
its just the pipeline to the gfx-card...
as what you want to do is gfx-stuff do it on gpu instead of cpu !
( sounds dumb, but i am...maybe !! )
your bottleneck most-likely is some weak FSB or alike ;)
get into shaders ! it´ll be fun, i promise !!
once you see what shaders offer, you´ll just laugh about what some ppl including me did so far !
as what you want to do is gfx-stuff do it on gpu instead of cpu !
( sounds dumb, but i am...maybe !! )
your bottleneck most-likely is some weak FSB or alike ;)
get into shaders ! it´ll be fun, i promise !!
once you see what shaders offer, you´ll just laugh about what some ppl including me did so far !
Störtebeker, I know I'm shooting myself a little in the foot by doing it on CPU, but I'd still like to have my basics working before I migrate to a totally new territory.
(assuming that was for me)
I found my bug: I was taking a pointer to the camera position vector in my render function, and I was manipulating that vector inside of the function instead of making a local copy. Duh. Fixed.
most common bug, i had to learn aswell these weeks !
just suxx if you stumble upon sth like this !
->i did everything right, but why does Raybrush Marchwood bug ?
just suxx if you stumble upon sth like this !
->i did everything right, but why does Raybrush Marchwood bug ?
Störte: ...Raybrush Marchwood?
I'm popping to bed satisfied now:
I'm popping to bed satisfied now:
if I see one more raytraced / raymarched sphere today I will shoot myself in the head with an L.A.W. :/
cool.
Sorry, couldn't resist. Interesting topic btw
he's the man :)
he isn't, I don't see any caustics over him when the spheres cast shadows...
ffs spheres! grr...
A lego-marched sphere for you:
Beautiful!
here's are some spheres in disguise.
current state of my ray-marcher: 1280x720 @ 30fps with 3 lights, dynamic surfaces, soft-shadows and ambient-occlusion :)
current state of my ray-marcher: 1280x720 @ 30fps with 3 lights, dynamic surfaces, soft-shadows and ambient-occlusion :)
cool
Raytrace these spheres right here.
Now go and make 4k from this. :)
what KK said (this is not gamedev, but the demoscene!)
Nice image thou
Nice image thou
CUDA in 4k? iq you've tried that, is it small enough?
CUDA is nonstandard. so I doubt it qualifies as a 4k root.
I don't think there will be any problem porting this to pixel shader. Also, probably within 1 year or even sooner most compomachines will be able to run DX11 and compute shaders (will 2010 or 2011 be a year of compute shader 4k intros?).
compute shaders in a year? so what is it that GPU's do today then?