Thanks a stack. The geometry is defined in a mesh file .obj. Consisting of vertices and faces. The objects are complex, so any primitive ray-tracing is most likely not going to work. My challenge is that my obj files are just not dense enough. If they were I could use the vertices no problem. So I either increase the density of the mesh, or ray-trace.
My outline: load obj file set camera angle(random range something like 0-2/pi) set focal length(random range) ray-trace(~1000 points - much greater than the number of vertices I have) plot the view of the object(just for visual confirmation) hold 3D matrix of view (x,y,z) or (x,y,ind) On Friday, 20 November 2015 18:45:55 UTC+2, Steve Kelly wrote: > > How is your geometry defined? If it is an implicit function, ShaderToy.jl > (built on GLVisualize) has a raymarching example. > https://github.com/SimonDanisch/ShaderToy.jl/blob/master/examples/rayprimitive.frag > > > The method can be generalized to generating distance fields, but I haven't > gotten to it yet. I'd also recommend taking a look at the link in the > comments. Inigo has some great stuff on ray tracing techniques for the GPU. > > I've been working on a solid modeler that makes describing primitives as > functions much easier. > https://github.com/FactoryOS/Descartes.jl/tree/master/examples The > eventual goal is to get all the geometric realization code on the GPU (SDFs > and Dual Contours). > On Nov 20, 2015 11:15 AM, "Tom Breloff" <t...@breloff.com <javascript:>> > wrote: > >> Could you describe a little more about your use-case? I'm not sure that >> ray-tracing is necessarily what you want if you're displaying point >> clouds. I would check out GLVisualize.jl as a first step. >> >> On Fri, Nov 20, 2015 at 10:18 AM, kleinsplash <kleinhan...@gmail.com >> <javascript:>> wrote: >> >>> I was wondering if someone could help me out with a decision/offer an >>> opinion: >>> >>> I need a ray tracer that deals with complex geometry (a fast ray tracer >>> that can create 1000's of point clouds in minimal time) >>> Python has methods: http://pyopengl.sourceforge.net/ that I could get >>> to grips with. But I want to stick with Julia. >>> >>> I have found these resources: >>> https://github.com/JuliaGL/ModernGL.jl - not sure if this has a ray >>> tracing option >>> http://www.cs.columbia.edu/~keenan/Projects/QuaternionJulia/ - looks >>> crazy complicated >>> >>> https://github.com/JuliaLang/julia/blob/master/test/perf/kernel/raytracer.jl >>> >>> - looks like only handles simple geometry >>> >>> Could someone point me in the right direction? >>> >>> >>> >> >>