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Author Topic: dry lab realtime fracfloor raytracer  (Read 744 times)
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« on: July 14, 2017, 06:57:49 PM »

I wrote a gpu fractal raytracer.

It started innocently like this.

<a href="https://www.youtube.com/v/QPlIKKXpg4A&rel=1&fs=1&hd=1" target="_blank">https://www.youtube.com/v/QPlIKKXpg4A&rel=1&fs=1&hd=1</a>


And then it ended up like this.

<a href="https://www.youtube.com/v/ks8MmfcO1H4&rel=1&fs=1&hd=1" target="_blank">https://www.youtube.com/v/ks8MmfcO1H4&rel=1&fs=1&hd=1</a>



I touch the surface by binary honing,  the prob with that is i miss the closest surface for a further one,   but it turns a feedback technique
that ping pongs off the last frame finds it before the eye even notices half the time. 

So its just like jumping a little frog each time,  and because its so quick to do it,  i end up being able to render a 16000x16000 and i get a nice load of multisampling so i went for a binary etch dither and then post summed it together and got a nice grainy effect.

Then I visited this site here->
https://renderman.pixar.com/view/cook-torrance-shader


And putting this on it hit me god mode for my eye smiley

Next im going to involve some other stuff I saw on the internet, and now im worried about coding it... im having second thoughts before doing it, because i think its spoilt things a little bit.      And im thinking of quitting... and not bothering because its too much to handle.

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