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flat assembler > Examples and Tutorials > Sphere flake with ray tracing

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avcaballero



Joined: 02 Feb 2004
Posts: 169
Location: Madrid - Spain
Hello. This is a basic stage, so everything works in the first plane, no extra threads of execution. Thus, if you use some heavy behaviours like "a-antialiasing" or "d-depth of field" it can take a long to complete and the program won't respond until finished. Each key you use activates one behaviour, this key again deactivates it.

Each behaviour activated and every extra level of the sphere flake involve more time consuming. Nevertheless with one light it could be rasonably fast.

I would suggest use the "4" key to reach the fourth level of the sphere flake and hit twice the "L" to turn on three lights (maybe it is best viewed with three lights that with only one), maybe then "r" for reflects.

These are the keys what you can interact with the program:
- a/A. Antialiasing
- d/D. Depth of field
- r/R. Reflection
- l/L. Increase the number of lights (max=3)
- k/K. Decrease the number of lights (min=1)
- 1,2,3,4. The level of iterations for the sphere flake


Description:
Download
Filename: SphereFlakeWC01.zip
Filesize: 9.74 KB
Downloaded: 206 Time(s)


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Siempre aprendiendo
Post 04 Nov 2017, 17:20
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JohnFound



Joined: 16 Jun 2003
Posts: 3476
Location: Bulgaria
Well, on my 1GHz CPU, it is pretty slow. But looks great. Smile
Post 04 Nov 2017, 18:04
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comrade



Joined: 16 Jun 2003
Posts: 1118
Location: Russian Federation
Cool, good job!
Post 06 Nov 2017, 04:57
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donn



Joined: 05 Mar 2010
Posts: 128
Cool, nice work. Any details on they type of ray tracing occurring? Did you set a maximum amount of ray bounces? Are you planning on implementing transparency? Do you have a geometry accelerator structure like a BVH, or just a list of spheres (Intel's Embree details some of these)? Single precision for your rays or double (I think Revolution said he noticed artifacts with single precision when ray tracing a long time ago). Also, is the local illumination model Blinn?

Of course, if you want to keep any of the implementation details private, completely understand. I can take down the screenshot upload even.

I'll be attempting to implement probably a path tracer (ray-tracer vs path-tracer differences still confuse me) in a couple months with at least a backup version that runs on the x86 processor. I'm thinking the soft shadows will be difficult and an old link I had on a Cook Torrance BRDF implementation by Pixar unfortunately no longer works. When I get around to trying this, I'll definitely read up more on the different reflection model options (probably Cook-Torrance's).

When running your .exe, the different options were pretty quick, but the 'a' and 'd' options, like you said, took a while. I didn't have time to let them finish, but they seemed stuck. My CPU for each option would stay around 26% utilization and then come back down ('a' and 'd' remained at this %). Mem is about at 2.5 MB.

Congrats on getting this done, you should be proud![/img]


Description: Utilization screenshot
Filesize: 11.26 KB
Viewed: 1982 Time(s)

SphereFlake_Utilization.JPG


Description: Keys: L->3, 4, R (I think R was pressed)
Filesize: 39.24 KB
Viewed: 1982 Time(s)

SphereFlake.JPG


Post 07 Nov 2017, 05:10
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Picnic



Joined: 05 May 2007
Posts: 1258
Location: In a West End town
It worked fine in Windows XP, just somewhat slow here too (P4 3.33 GHz).
Very nice avcaballero.
Post 08 Nov 2017, 12:15
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macgub



Joined: 11 Jan 2006
Posts: 208
Location: Poland
Well done. I made similar demo (ray traced rotated spheres) for Menuetos. If you want, take a look.
BIN+SRC - http://macgub.vxm.pl/menuet/ray01.zip
SCREENSHOT - http://macgub.vxm.pl/menuet/ray01_big.jpg
Post 09 Nov 2017, 10:17
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