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Approximate Ray Tracing on the GPU with distance impostors


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#1 arsharma

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Posted 12 April 2006 - 09:15 AM

Hi
I need to implement the technique in the paper http://www.iit.bme.h...zirmay/ibl3.pdf which is Approximate Ray Tracing on the GPU with distance impostors. I am desperately looking for code/help from someone who implemented this method and i dont have much time.
Can someone please help me on this
AR

#2 MJeannig

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Posted 12 April 2006 - 01:43 PM

Its a nice article. Where are you stucked ? I could resume it like this :
- implement enviro-mapping for your object
- render envmap to a texture
- make enviro-mapping work with the envmap texture picking the color in the normal direction
- add distance to the point into the envmap
- use the "hit" HLSL function given to get the coordinate in the envmap
- sample envmap with hit point to get the color (you should have correct reflection here )
- write the fresnel function from the equation
- compute the refracted ray with the fresnel function and use it instead of the reflection dir to call 'hit'
Last point : I may be wrong :).
Second last point : work carefully. Check your step, else you won't know where its doen't work.

MJ

#3 Matyooo

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Posted 19 April 2006 - 10:33 AM

As I'm one of the actual writers of that article, I will be happy to answer any questions concerning the implementation details. Write in mail!


greetings,
Matyooo





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