Thursday, 21 October 2010
Material Properties
Choosing the right material to represent a particular object is important when producing realistic 3D graphics. Factors like refractive index, specularity, and reflectivity all affect how we perceive an object both in the real world and on screen, so ideally the real world case should be simulated as closely as possible in its computer based counterpart. The three images below show how differing physical features completely change the appearance of a scene. In the top image the sphere is 100% reflective, in the second it is partly transmissive and partly reflective and in the last image, the sphere is fully transmissive with a refractive index of around 1.08. I am pleased with the results I am getting from the raytracer, but adding more features increases the render time dramatically, especially for large numbers of objects. I am looking into porting the library to C++ for use in alchemy, which would show a dramatic increase in speed, possibly rendering scenes like the one below in real time. Till then here is the library.
Labels:
3D,
AS3,
Libraries,
ray tracing,
raytracer
ASTrace Pre Release
Although the library is nowhere near complete, I thought I would release a beta to see what you think. At this stage feedback would be really useful, including any suggestions you might have about extensions to the project. I should note that there is no documentation as of yet, this will be coming as soon as I manage to get asdoc to run properly. There should be plenty of scope for you to play around with the library, it'd be great if you could send me some of your renders.
Here is a link to the library: ASTRACE
and here are some of my favourite renders using the library:
Here is a link to the library: ASTRACE
and here are some of my favourite renders using the library:
Labels:
3D,
AS3,
Libraries,
ray tracing,
raytracer,
Source Code
Monday, 11 October 2010
Some more ray tracer features
Here are a few more demos of new raytracer features:
Water (with transparency and reflection):
Environment and Texture Mapping:
Fog - Linear, Square and Exponential decay
Visible Lights (ideal for rendering sunlight, lamps etc):
Triangular Faces:
Transparency (with refraction, internal reflection etc):
Water (with transparency and reflection):
Environment and Texture Mapping:
Fog - Linear, Square and Exponential decay
Visible Lights (ideal for rendering sunlight, lamps etc):
Soft Lighting (one soft light with 10 seeds - therefore only noticable on some shadows):
Triangular Faces:
Transparency (with refraction, internal reflection etc):
A few more features are on their way (including UV mapping, environment mapping, and Fresnel shaders) and once those features are finished I will release the library.
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