1,087 questions
0
votes
1
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81
views
Ray-Tracing: Sphere not showing up. Is the intersection correct?
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 ...
0
votes
2
answers
177
views
Fastest way to accumulate (reduce) a StructuredBuffer<float> in a compute shader
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 ...
0
votes
0
answers
43
views
How to use the same name for different types in Metal and Swift while ensuring correct alignment?
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 ...
0
votes
0
answers
82
views
Inconsistent results with my C# Fast Voxal Traversal Algorithm (Amanatides & Woo)
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> ...
-3
votes
1
answer
85
views
Device doesn't have PIPELINE_EXTENSION_NAME even though rayTracingPipeline is supported
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 ...
0
votes
1
answer
131
views
Draw each rendered scanline in windowed raytracer? [closed]
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 ...
2
votes
0
answers
93
views
How to convert camera space to world space given Camera Vector and Ray vector in camera space
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 ...
-4
votes
1
answer
64
views
Is there a way to find out why the front faces are culled instead of the back in my procedurally generated 3D model?
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 ...
0
votes
0
answers
19
views
Raytracer mesh not centering correctly
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 ...
0
votes
1
answer
133
views
Raytracting in One Weekend OpenMP Parallelization
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 ...
0
votes
0
answers
144
views
Is there a more efficient Ray intersection algorithm for rounded Boxes?
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 ...
0
votes
1
answer
61
views
Raytracer Reflection: object is dimmed, not reflective
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 ...
3
votes
0
answers
148
views
Is there a curve-triangle intersection algorithm?
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 ...
0
votes
1
answer
104
views
Problem with total internal reflection in ray tracing (Ray tracing in a weekend)
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 ...
1
vote
0
answers
48
views
templated class segfaults when using inheritance [duplicate]
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 ...
0
votes
0
answers
111
views
Why is my VkPipeline returning null even with all other values being good?
The code:
VkPipelineLayoutCreateInfo pipelineLayoutCreateInfo{ VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO };
pipelineLayoutCreateInfo.pushConstantRangeCount = 1;
pipelineLayoutCreateInfo....
1
vote
1
answer
104
views
How to convert raw RGB luminance using OCIO
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 ...
0
votes
0
answers
238
views
VK_ERROR_DEVICE_LOST on create acceleration structure and possible ways to debug it
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 ...
0
votes
0
answers
88
views
Simultaneous access to the same pixel in a ray generation shader - is it safe?
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()
{
...
1
vote
1
answer
214
views
CreateStateObject returns E_INVALIDARG - How to figure out what precisely the cause is?
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/...
0
votes
1
answer
43
views
Render only the front faces of 3D objects in a raytracer
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 ...
0
votes
1
answer
56
views
Raytracer Camera Look-At Issue: Limited Rotation Range?
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(...
2
votes
1
answer
177
views
Implementing Frustum Culling in Python Ray Tracing Camera
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.
...
0
votes
1
answer
84
views
Ray tracing: Sphere have an X mark from light source instead of a circle
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 ...
0
votes
1
answer
1k
views
Creating a window just to get its framebuffer?
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 ...