Adrian, Though I am not an expert on ray tracer.in fact know only the basics.. but I am more than happy to help you out with this.. you can send me emails at [EMAIL PROTECTED]
On Dec 13, 2007 12:36 AM, Adrian Egli <[EMAIL PROTECTED]> wrote: > Hi all, > > what i still mentioned in the past is that i 'd like to replace the > linear search (O(n)) for triangle intersection test by a faster O(log(n)) > > (LineIntersection / Intersection Visitor). A line intersection is similar > to a ray > intersection, so we are really close to ray tracing. With the www.ompf.organd > their know how, it sould be possible to get really soon a close to real > time ray tracer. > there exist a open source (GPL) real time ray tracing project called > arauna ( rt07.raytracing.nl > or http://www.gamedev.net/community/forums/topic.asp?topic_id=463595 ). > once we have speed up the intersection visitor we can go further. still > volume rendering / ray casting could be > introduce once with similar ideas. ( > http://www.cg.tuwien.ac.at/courses/MedVis2/MedVis2.html) > > what i am looking for is, a community helping implementing such tuning > algorithm. who like to introduce this > into osg, or who like helping me in implementing. there is still > jean-sebastien, > others ? > > /adegli > > > > 2007/12/13, Jean-Sébastien Guay < [EMAIL PROTECTED]>: > > > Bonsoir Charles, > > > > > would the design of your current raytracer code lend itself to tracing > > > voxels filled with smoke or water? > > > > Adrian would be the best placed to answer, as he wrote it, I only used > > it. But from what I saw it only currently supports ray-triangle > > intersection, nothing is done about participating media. > > Reflection/refraction for the surface of water would be pretty easy, > > but smoke or ripples on the surface of water (or any other fluid) is > > another thing. ("une autre paire de manches!") > > > > Once we get a good basic raytracer going, it will be possible to > > integrate effects into it fairly quickly. That's the great thing about > > raytracing in general, it's a very intuitive technique. (but I think > > I've said that before in a previous thread, not so long ago... :-) > > > > J-S > > -- > > ______________________________________________________ > > Jean-Sebastien Guay [EMAIL PROTECTED] > > http://whitestar02.webhop.org/ > > > > ---------------------------------------------------------------- > > This message was sent using IMP, the Internet Messaging Program. > > > > > > _______________________________________________ > > osg-users mailing list > > osg-users@lists.openscenegraph.org > > > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > > > > > -- > ******************************************** > Adrian Egli > _______________________________________________ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > >
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