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I am currently doing a ray-tracer. For a start, sphere ray-casting only. When trying to rendering a scene with three spheres two rendered as expected. The third did not. In the image bellow, one can ...
user2752471's user avatar
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2 answers
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I've got a RWStructeredBuffer<float> tau I'm writing to in a ray generation shader rayGen. The DispatchRays dimension are (tauWidth, tauHeight, 1) and tau has exactly tauWidth * tauHeight ...
0xbadf00d's user avatar
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I'm writing my ray tracing game engine in Swift and Metal on my Mac. So it is very necessary to make full use of the natural optimize of Metal. My current version can work, but it is incredibly slow ...
deepinFolk's user avatar
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I'm trying to implement this algorithm in C#, but I have very inconsistent results at the moment, and I can't figure out why. Here is my current implementation : public static IEnumerable<Point> ...
LaGrange's user avatar
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1 answer
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When I give pointers to extension structs to be filled in when I call vkGetPhysicalDeviceFeatures, the rayTracingPipeline flag is 1, meaning it should be supported, and pretty all the flags in ...
Zebrafish's user avatar
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I'm refactoring a raytracer to have a window pop up that shows each scanline produced instead of having to wait for the ppm image to be rendered and open it with some ppm viewer. I've been advised to ...
Niccolò Tiezzi's user avatar
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How can i convert a camera space vector to world space, given the camera direction vector, and the camera space vector? All vecs are normalized 3D vectors, and the camera space projection is correct ...
Chase M's user avatar
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1 answer
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I have been working on procedural generation of 3d models using threeJS. I have been able to successfully procure a model with the help of marching cubes algorithm and smoothened it with the help of ...
Anto Alex's user avatar
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I have had this bug for a while, and I tracked it down to the way I am trying to rotate and then center a mesh in my raytracer. The way I figured it out is the meshes need to be rotated first, and ...
Adelai Herberger's user avatar
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I've been following the tutorial series "Ray Tracing in One Weekend" which seems relatively canonical in terms of learning ray tracing. I've been trying to speed up the code using OpenMP but ...
C Diamond's user avatar
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144 views

I'm currently trying to figure out a rendering approach for implicit geometry which involves a ray intersection algorithm for oriented rounded box primitives. It's just a small toy project and I'm not ...
Chribit's user avatar
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i'm implementing a simple raytracer and now I'm trying to implement reflections. but the object are just dimmed, there is no reflection. that's how it looks: my scene Here is my code for the ...
fran.zip's user avatar
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The problem of calculating the intersection between a ray and a triangle is well-known. For this there exists e.g. the Möller-Trumbore intersection algorithm. For my application I need an algorithm ...
jonewa's user avatar
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I'm following the steps in the book 'Ray Tracing in a weekend' and I'm having some problems with the section 11.3 Total internal reflection. When I try create the image I get this result: This is the ...
Lautaro10263's user avatar
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I am currently working on a raytracer, and I am trying to output the result using multiple ways at the same time (only through PPM format and using SFML atm). To achieve that, I wrote an IOutput ...
1ups_'s user avatar
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The code: VkPipelineLayoutCreateInfo pipelineLayoutCreateInfo{ VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO }; pipelineLayoutCreateInfo.pushConstantRangeCount = 1; pipelineLayoutCreateInfo....
Owi's user avatar
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1 vote
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I'm currently working on a raytracer in C++, and am struggling to understand color transforms/spaces. I'm trying to use AGX via OCIO, but I cant find any solid explanations as to how I'm to apply the ...
Sel's user avatar
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238 views

i'm trying to make a ray tracer in vulkan, so i need to make an acceleration structure. i've seen similar questions and understood that the VK_ERROR_DEVCE_LOST shows up on calling vkQueueWaitIdle when ...
Sirox's user avatar
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I have a ray generation shader which adds a random number of rgb values to a RWTexture2D<float3> output : register(u0) at random pixel locations: [shader("raygeneration")] void foo() { ...
0xbadf00d's user avatar
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1 vote
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I'm trying to compile and run the code published on https://github.com/boksajak/referencePT of the reference path tracer described in Raytracing Gems II. It is based on https://github.com/acmarrs/...
0xbadf00d's user avatar
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I'm working on a raytracer implementation in Python, and I want to ensure that only the front faces of 3D objects are rendered. Currently, the raytracer renders both the front and back faces, and I ...
FrostDream's user avatar
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1 answer
56 views

I'm working on a raytracer, and I'm facing an unexpected behavior with the camera's look_at feature. It appears that the camera's rotation is limited to a certain range, and when I set look_at to vec3(...
FrostDream's user avatar
2 votes
1 answer
177 views

I'm working on a ray tracing project in Python and have encountered a performance bottleneck. I believe implementing frustum culling in my Camera class could significantly improve rendering times. ...
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1 answer
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I am trying to do ray tracing on a couple of spheres. However, when I put a light source directly in front of a circle, I get a X mark (X mark with 3 lines instead of 4) instead of a circle lighting ...
Jeffrey Chen's user avatar
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1 answer
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I've been writing this small ray-tracing engine in C/C++, and so far I've got basic functionality, where the finished image gets written to an image. However, I want to be able to create a window and ...
Matthew G.'s user avatar

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