I just finished writing a blog post, New Ideas in
It’s about my two favorite new-ish raytracing techniques: stochastic
progressive photon mapping, and divide-and-conquer raytracing. I don’t
do a lot of raytracing in my day job, but like lots of graphics
programmers I’m an enthusiast of the subject, and I try to keep up
somewhat with what’s going on in that field from year to year. I thought
these methods were worth sharing. :)
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DACRT is really interesting, actually I’m a little embarrassed I didn’t
think of it when I wrote my tracer.
It’s such a clean solution, I’m amazed no one thought of it a while ago.
There’s a new “supercomputer on a chip” come out for $99 that we are
thinking of doing something with, this might be a good starting point.
Funny, just yesterday I checked out the new generation of Nvidia gfx
cards (kepler) and they were talking about how good they are for
DACRT does indeed look interesting. I wonder how well this would work
with sorting algorithms other than quicksort. A while back I was playing
with an idea to use radix sort to build a hirarchical structure that can
be used for raytracing. E.g. a point in space would fit into some space
in an octree. Instead of using the x,y,z coordinates of the pixel, you
could store the node indices and then sort them to get an optimised
structure to use with OpenCL. This way you would be able to have moving
objects in a scene since they can arbitrarily change their location
bevore beeing sorted. But in the end… who has the time… I had to put
the porject to rest :(