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/
> >
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>
>
>
> --
> ********************************************
> Adrian Egli
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