[go-nuts] Re: [ANN] Vermeer - physically based rendering (raytracing) with Go

2016-07-13 Thread Jamie Clarkson
Ah yes, thanks for that - it should be relatively easy to add back in the Go code to support all architectures (it was all originally Go before rewriting in ASM for the SIMD) so I'll add a note to do that soonish. The SSE4 requirement may be able to be relaxed too as the traversal code doesn'

[go-nuts] Re: [ANN] Vermeer - physically based rendering (raytracing) with Go

2016-07-13 Thread Jamie Clarkson
I can't say I've really thought about using the standard library for handling HDR images, although I can definitely see how that could be useful. As you say it looks tricky to fit the expected colour.Colour behaviour, although there is 16bits to play with there? Mostly I'd be looking to either

[go-nuts] Re: [ANN] Vermeer - physically based rendering (raytracing) with Go

2016-07-12 Thread anthony Place
am interesting in ray-tracing, but unfortunately you seem to have done a bit a optimisation for SSE4, and got rid of other architectures support, so my core 2 and arm based machines cant use it. I hope someone fancies trying it out - if so let me know how you get on! > > -- You received this m

[go-nuts] Re: [ANN] Vermeer - physically based rendering (raytracing) with Go

2016-07-12 Thread xiiophen
> > cool -. I've been using a very simple raycaster in go for a short while > just for fun / test some visualisation ideas of mine -- one minor issue > I've had is lack of native (standard library) support for hdr colors, as > well as transparency (ie transparency != alpha blend) .. > (my jun