December 12, 2009
Things have been a little slow recently. I’ve been generally reading about other aspects of graphics programming as well as generally being busy and now I’ve come down with something. Blocked ear, runny nose, bad headaches, dizziness and more.
My best excuse for not getting as much programming done has to be that I’ve given [...]
November 29, 2009
Finally got around to adding those few lines of code to add textured walls to the ray caster.
(Click to Show Full Size)
(Click to Show Full Size)
A few details:
1) The texture isn’t mine, I merely found it via Google Images with the term “wall texture” and it has the filename “Wall_Texture_by_shadowh3.JPG”
2) There’s still a problem with [...]
November 22, 2009
Two updates in one day. This is probably a first on my blog
Here’s an image of a single reflective sphere in the middle of three other spheres of various colours with lighting and shadows:
Here’s a quick look at all of the spheres featuring reflectivity and how they look when recursively casting off one [...]
November 22, 2009
Just a little more to add. I have shadows working but there’s a bug or two in there that I can’t seem to shift, but here’s what I’ve got anyway:
November 20, 2009
Here’s what I have so far:
Of course, it’s still very much some ways off the high quality rendering that ray tracing can be known for, but it’s a good learning experience all the same.
November 17, 2009
Having spent a lot of time on rasterizer based rendering, I’ve wanted to learn more about ray tracing, if only for the sake of curiosity. I also wanted to revisit ray casting, as it had been some time and I took some of the finer details for granted the first time around, so this time, [...]
June 27, 2009
At the moment, I’m still concentrating on transitioning to XNA, C# and HLSL, while revising some of the stuff I’ve done previously in OpenGL, but things are going okay in all.
So far, I’ve got a working prototype for a deferred shading setup with normal mapping:
Deferred Shading with Normal Mapping
I also have basic shadow mapping, but [...]