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Author Topic: having fun with fragmentarium  (Read 2246 times)
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ker2x
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« on: January 13, 2012, 02:16:58 PM »







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often times... there are other approaches which are kinda crappy until you put them in the context of parallel machines
(en) http://www.blog-gpgpu.com/ , (fr) http://www.keru.org/ ,
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Pauldelbrot
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pderbyshire2
« Reply #1 on: January 13, 2012, 08:29:16 PM »

Repeating Zooming Self-Silimilar Thumb Up, by Craig
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ker2x
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« Reply #2 on: January 14, 2012, 12:39:07 AM »

another one  embarrass

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often times... there are other approaches which are kinda crappy until you put them in the context of parallel machines
(en) http://www.blog-gpgpu.com/ , (fr) http://www.keru.org/ ,
Sysadmin & DBA @ http://www.over-blog.com/
ker2x
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« Reply #3 on: January 14, 2012, 12:40:52 AM »

Ha, and this one posted in another thread :

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often times... there are other approaches which are kinda crappy until you put them in the context of parallel machines
(en) http://www.blog-gpgpu.com/ , (fr) http://www.keru.org/ ,
Sysadmin & DBA @ http://www.over-blog.com/
cKleinhuis
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« Reply #4 on: January 14, 2012, 03:58:16 AM »

is the reflection formula included in the examples of fragmentarium?
love it wink
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divide and conquer - iterate and rule - chaos is No random!
ker2x
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« Reply #5 on: January 14, 2012, 12:26:39 PM »

is the reflection formula included in the examples of fragmentarium?
love it wink

It is in the DE-Raytracer  (which is the default raytracer for most exemples).
It is not (yet?) in the Soft-Raytracer (not included in the release, you have to compile the git version for that)

The last blueish pic here, with DOF effect, use the Soft-Raytracer. The others use DE-Raytracer.

This one of the nice thing of fragmentarium, the raytracers (raymarcher  embarrass ) are in glsl too so you can modify them on the fly to fit your purpose smiley

Code:
if (Reflection>0.0 && (hit != vec3(.0))) {
vec3 d; vec3 d2 = vec3(0.0);
// todo: minDist = modifiedEps?
vec3 r = normalize(nDir - 2.0 * dot(hitNormal, nDir) * hitNormal);

vec3 c2 = trace(hit+4.0*r*minDist,r,d,d2);
color += c+c2*Reflection;
} else {
color += c;
}
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often times... there are other approaches which are kinda crappy until you put them in the context of parallel machines
(en) http://www.blog-gpgpu.com/ , (fr) http://www.keru.org/ ,
Sysadmin & DBA @ http://www.over-blog.com/
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