dir.x = (pixel.x * ViewWidthDet - 0.5) * AspectRatio; dir.y = -(pixel.y * ViewHeightDet - 0.5); dir.z = -FocalLength; Rotate(dir, CameraDirection); dir.Normalize;
- Devmaster
- → Viewing Profile: Alienizer
Community Stats
- Group Members
- Active Posts 440 (0.46 per day)
- Most Active In Graphics Theory & Programming (433 posts)
- Profile Views 1890
- Member Title Member
- Age Age Unknown
- Birthday Birthday Unknown
-
Gender
Not Telling
Contact Information
Topics I've Started
Two Point Perspective (2PP)
27 May 2013 - 02:41 AM
I'm using the following to get my ray vector from the view port pixel for perspective projection (y is the up/dn axis, not z). Is it possible to modify it for two point perspective? Thanks.
Basic path tracing in OpenCL
29 April 2013 - 06:34 PM
Hi,
I'm trying to implement a path tracer with and without direct illumination in OpenCL and would like to have advises.
Do I upload everything to OpenCL, KD-Tree, triangles, materials and all and let OpenCL do the tracing? Or do I split the work so that OpenCL does only the ray intersections? Do I setup the buffer so that OpenCL does one screen at a time or do I split the screen into smaller groups? Do I use OpenCL only to generate for example 512 rays and then let the CPU do the rest?
I have no clue how to proceed. I just need the logic on how this should work and I appreciate any help.
Thanks
I'm trying to implement a path tracer with and without direct illumination in OpenCL and would like to have advises.
Do I upload everything to OpenCL, KD-Tree, triangles, materials and all and let OpenCL do the tracing? Or do I split the work so that OpenCL does only the ray intersections? Do I setup the buffer so that OpenCL does one screen at a time or do I split the screen into smaller groups? Do I use OpenCL only to generate for example 512 rays and then let the CPU do the rest?
I have no clue how to proceed. I just need the logic on how this should work and I appreciate any help.
Thanks
Smooth camera
01 April 2013 - 01:37 AM
I'm trying to smooth my camera movements and I just can't find a way to do it. Basically, my camera is a flying drone, when I move the mouse it's too jumpy, and if I reduce the sensitivity, I have to drag the mouse too far. Is there a solution to make a camera move more smooth, like the real professional video camera that are on a gyro to prevent sudden sharp movements?
Perpendicular line at 3d triangle edge
30 March 2013 - 06:01 PM
Is there a way to find the perpendicular vector of a 3d triangle edge, pointing in the same direction as the triangle plane? I want to add a line on each of the 3 edges pointing outward of the triangle while staying in the same plane so the whole thing stays "flat".
Thanks
Thanks
Color smoothing algorithm
29 March 2013 - 12:01 AM
I have some textures at 256x256 and each pixels have a different color from which, if you smooth the grains, it produces a pattern. Think of it as a photograph taken at night with a 1000 ISO film, which is very grainy. So I want to get rid of the grain while still keeping the overall details. I could use Gaussian blur, but the edges becomes darker, so if I tile the texture, I get a big seem! Does anyone have some recommendations as to how I should approach this? Thanks! (pressing the Enter key does not work in this message editor!!??)
- Devmaster
- → Viewing Profile: Alienizer



Find content
Display name history