Logo by kr0mat1k - Contribute your own Logo!

END OF AN ERA, FRACTALFORUMS.COM IS CONTINUED ON FRACTALFORUMS.ORG

it was a great time but no longer maintainable by c.Kleinhuis contact him for any data retrieval,
thanks and see you perhaps in 10 years again

this forum will stay online for reference
News: Visit the official fractalforums.com Youtube Channel
 
*
Welcome, Guest. Please login or register. August 10, 2022, 12:45:51 PM


Login with username, password and session length


The All New FractalForums is now in Public Beta Testing! Visit FractalForums.org and check it out!


Pages: [1]   Go Down
  Print  
Share this topic on DiggShare this topic on FacebookShare this topic on GoogleShare this topic on RedditShare this topic on StumbleUponShare this topic on Twitter
Author Topic: Radioactive Mushrooms - Morphing 3D Fractals in Ray Tracing  (Read 464 times)
0 Members and 1 Guest are viewing this topic.
Alon Nahary
Conqueror
*******
Posts: 102



« on: November 24, 2016, 12:53:13 PM »

Rendered by my Julia3D software, ray tracing mode, couple of minutes a frame.

<a href="https://www.youtube.com/v/SecFyoLM27g&rel=1&fs=1&hd=1" target="_blank">https://www.youtube.com/v/SecFyoLM27g&rel=1&fs=1&hd=1</a>
Logged

Alon Nahary
Conqueror
*******
Posts: 102



« Reply #1 on: November 25, 2016, 12:03:29 PM »

More from this clip:


* Image_01597.jpg (240.85 KB, 960x540 - viewed 52 times.)
Logged

Alon Nahary
Conqueror
*******
Posts: 102



« Reply #2 on: November 25, 2016, 12:04:41 PM »

More from this clip:


* Image_01484.jpg (201.24 KB, 960x540 - viewed 51 times.)
Logged

Alon Nahary
Conqueror
*******
Posts: 102



« Reply #3 on: November 25, 2016, 12:06:01 PM »

More from this clip:


* Image_02924.jpg (209.32 KB, 960x540 - viewed 44 times.)
Logged

M Benesi
Fractal Schemer
****
Posts: 1075



WWW
« Reply #4 on: November 25, 2016, 03:48:28 PM »

  Good job on the shadows in your raytracer.  <-- seems like I'm saying this a lot recently.  What's up with all the good hard shadows???
Logged

Alon Nahary
Conqueror
*******
Posts: 102



« Reply #5 on: November 25, 2016, 10:04:43 PM »

Thanks!

I'll explain what I do:
For each ray I send from the camera location, I check if it hit the shape or hit the floor. In both cases, I send another ray towards the light. If this ray is blocked by the shape I get a shadowed point.

In addition, each pixel is checked for ambient occlusion. Old school, not too many shortcuts. For the quality in this clip I send 500 rays in random directions from each point, and measure how many are blocked by the shape or the floor.

At the end of the frame I smooth only the floor pixels. Three passes of smoothing gave me the best results; remove the noise and hard edges of the shadow, but still preserve the details.
Logged

Pages: [1]   Go Down
  Print  
 
Jump to:  


Powered by MySQL Powered by PHP Powered by SMF 1.1.21 | SMF © 2015, Simple Machines

Valid XHTML 1.0! Valid CSS! Dilber MC Theme by HarzeM
Page created in 0.152 seconds with 24 queries. (Pretty URLs adds 0.007s, 2q)