
Description
Well well. I thought I should share some of my work, too. I'm currently toying with C#, and I'm very happy with it. I've learned much about server programming, about networking, serialising, and all. I've trained this mostly for one reason: Parallel Network Rendering. My plans are, to get realtime raytracing working. Well, I've done quite some stuff with the network, but obviously, they don't create a good screenshot (while you can browse http://davepermen.net during its online-times. It's a webserver coded by myself).
During the last days, I once again started playing with rendering itself. I've quickly set up something in c#, to test its rapid development capabilities. and now, proudly, I can show up my first time, that I calculate full Global Illumination. Yeah, I've talked over the years about it, and never actually got around fully implementing it.
My next plans are to add stratisfied sampling, and re-implement importance sampling.
Features:
Full GI (Indirect Lighting, Soft Shadows, Colour Bleeding, and the stuff).
Constant Colour per Object.
Spheres and Planes.
Fast First Results (at 320x240 currently 1fps, but the result is obviously very noisy).
Reflections.
HDR Lighting.
Automatic Camera Exposure;
currently it really traces just randomly around.
Time for this image: No clue. I let it render and cummulate the frames for several hours, I guess. I was out, meeting my new sister..
(Btw: It's fun to see the auto-generated .png file getting smaller and smaller, the more the image convergences to the correct result. Fact is, the more it converges, the less noise is there, ergo, the smaller the png size.. looks funny).
I'll show more laters.. and possibly a bigger pict, too.. Hope you like it.












