HOME | DD

#coding #raytrace
Published: 2016-07-19 00:15:49 +0000 UTC; Views: 362; Favourites: 12; Downloads: 3
Redirect to original
Description
quaternion julia rendered with a little toy gpu ray tracer, a few minutes on gtx 970 with 5 global illumination bounces.Related content
Comments: 11
Mathness [2016-08-23 15:15:25 +0000 UTC]
The (depth) blurring adds a nice sense of motion to it.
Did you switch to CUDA or stayed with OpenCL?
π: 0 β©: 1
Fractalviking [2016-07-26 13:27:24 +0000 UTC]
Very interesting, looking forward to GPU rendering in Chaotica now. Β
π: 0 β©: 1
lyc In reply to Fractalviking [2016-08-04 12:41:42 +0000 UTC]
this isn't in chaotica though just a little toy ray tracer.
π: 0 β©: 1
Fractalviking In reply to lyc [2016-08-04 16:01:35 +0000 UTC]
I figured as much.
But now the people wants ray tracing in Chaotica.
π: 0 β©: 0
C-JR [2016-07-21 07:38:12 +0000 UTC]
I really like GI Maybe you will write your own gpu fracal soft?Β Β
π: 0 β©: 1
lyc In reply to C-JR [2016-07-21 11:06:20 +0000 UTC]
it's a little difficult to see the GI in this render, because the black surface parts are actually negative-reflective. but of course in normal situations, it's exactly how you would expect it to look
i've been interested in making a "proper" rendering engine for 3d fractals for quite a while, but a combination of factors has kept me from working on it: the need to finish chaotica2 (also with gpu rendering support), the work on indigo 4 (same base gpu code as chaotica2), and actually having a girlfriend again still, i am working on it slowly, it's too much fun to ignore! maybe we can collaborate a little on this... are you available on skype or hangouts?
π: 0 β©: 1
C-JR In reply to lyc [2016-07-21 13:08:09 +0000 UTC]
I see GI environment on this render - very soft shadows (occlusions)
Chaotica with gpu support its COOL ))) great idea!
Yes I have skype. How can I help? I am not a programmer hlml+css little ) and it was long ago.
For now Fragmentarium is clool 3D engine and it has GI implementation, but works too slowly.
π: 0 β©: 1
lyc In reply to C-JR [2016-08-04 12:41:20 +0000 UTC]
i would love to have some suggestions + maybe code for DE functions / params to render would surely credit you, of course!
π: 0 β©: 1
C-JR In reply to lyc [2016-08-04 13:11:38 +0000 UTC]
I tried to understood GLSLΒ shader pipeline only on completed samples ) So if I can help - I will )
π: 0 β©: 0
piethein21 [2016-07-19 07:53:20 +0000 UTC]
pfftt.... show off
jokes aside this is very neat
π: 0 β©: 0