Path: utzoo!utgpu!news-server.csri.toronto.edu!rutgers!ucsd!ucbvax!hplabs!hpfcso!hpfcdj!fwb From: fwb@hpfcdj.HP.COM (Frank Bennett) Newsgroups: comp.graphics Subject: Re: Realtime Raytracing demo on a PC... Anybody wanna see? Message-ID: <17400021@hpfcdj.HP.COM> Date: 10 Jan 91 16:23:18 GMT References: <1991Jan8.072628.13689@tukki.jyu.fi> Organization: Hewlett Packard -- Fort Collins, CO Lines: 44 small Flame on!! It seems like this is one of the more popular topics for students interested in making some sort of contribution to the field of Computer Graphics. I think better areas for contribution might be in a modeler or in 3D animation. I don't know of any PD software for either. (In "C" please) You may in well achieve "near real time" performance if you are only procedurally tracing spheres, but in order to get in the ball game review some of the following work: o rayshade, weedeater.math.yale.edu, Craig Kolb Excellent "C" code (if only everybody coded this good) Primitives include: sphere, triangle, triangle with normals, poly, plane cylinder, cone, heightfield, box, superq Features: depth of field jitter or adaptive supersampling for anti-aliasing 3 light source types surface description texture & bump maps fog mist Algorithms: triangle intersection Bounding Volume Hierarchy o vort, munnari.oz.au Has some interesting procedurally defines surface primitive. o Dante, Eric Haines, 3DEYE & Hewlett Packard Build a model & view it in "real time" using polygons or NURBS, then go get a raytraced or Radiosity rendition of the scene. The only tracer I know which will trace Bspline patches. o Wavefront Build a model, animate it ( that is get the key frames right ), use splines to get the inbetweening right, then ask for raytraced frames of interest. Frank Bennett, Graphics Technology Division, Hewlett Packard my views only, of course.