1 | GameTools standalone demo:
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2 |
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3 | Ray tracing on the GPU [actual ray tracing, not approximate]
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4 | #############################
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5 |
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6 |
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7 | Provided effect:
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8 | #################
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9 |
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10 | Multiple visible refractive objects with multiple refractions, including
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11 | total internal reflection and refraction of exiting rays. The solution is
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12 | based on the hierarchical (tiled) version of the Ray Engine approach.
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13 |
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14 | Algorithm benefits:
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15 | ###################
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16 | Actual ray tracing allows accurate light simulation. The hierarchical ray engine
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17 | makes use of coherence to achive interactive performance. Therefore, it is
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18 | most suitable for rendering eye or photon paths: primarily visible refractive
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19 | objects or caustics (if augmented with photon splatting, not in this demo, but
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20 | featured in our 'approximate ray tracing' implementations. )
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21 |
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22 | The algorithm is linear in the number of ray-tracing primitives. It is therefore
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23 | most useful if:
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24 | - a large number of coherent ray paths needs to be traced
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25 | - a low number of primitives are processed (low-poly models)
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26 | - non-triangle geometry (spheres, quadratics, etc.) is used
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27 |
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28 | Compared to the depth approximate ray tracing solutions (a.k.a localized
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29 | environment maps, depth environment impostors) the accuracy is often
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30 | not necessary for a plausible result. Therefore, in a game, the ray
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31 | engine approach is only competitive in a few special cases matching the
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32 | conditions listed above.
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33 |
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34 | Build:
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35 | ######
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36 | This is a standalone DirectX 9.0 application, compiles under Visual C++ 2003
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37 | with DirectX SDK April 2006 (identical to June 2006).
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38 |
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39 | Usage notes:
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40 | ############
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41 | - Do not resize the application window. A fixed array of rays/tiles is used.
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42 | - use the 'Iterations' slider to toggle the length of ray paths traced. Ignore
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43 | the displayed number.
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