Jos Timanta Tarigan wrote: > nice.. thx :) > > here is the link: > > http://pastebin.org/101457 > > so basically i call radiance method like 1900*1200 times (pixel) and it does > not supposed to take that long. anyone here ever deal with raytracing and > stuff? > > thanks in advance > ================================= > http://www.svnstrk.blogspot.com
Nope. My experience with raytracing is limited and Pov-Ray is all I have ever used. What I do know is that even highly optimized raytracers are painfully slow when compared to shaders. You should probably look at Pov-Ray. It is open source and still has some semblance of a community around it. The community and website both need a major overhaul. Probably the GUI needs an overhaul too if it is still the hideous mess I remember it being. Lots of opportunity there for C/C++ developers. Also, look at the ideas behind OpenRT - a closed-source project leveraging the OpenGL name for nefarious purposes. Raytracing still beats shaders hands-down when it comes to rendering refractions (e.g. glass, water, many semi-translucent materials). Refractions can be faked in a shader but somehow always never seem realistic enough. Raytracers are generally terrible at almost everything else. Refractions are painfully slow calculations. http://hof.povray.org/glasses.html (A pretty good example of what I'm talking about with refractions. Pov-Ray does a really good job with the glasses and liquid refractions - but doesn't do so well for the rest of the scene.) -- Thomas Hruska CubicleSoft President Ph: 517-803-4197 *NEW* MyTaskFocus 1.1 Get on task. Stay on task. http://www.CubicleSoft.com/MyTaskFocus/
