RT jamesljeffers: Nice start to the new year with this article /intel-tech/int… by Intel's Sanket Save on arnoldrenderer adoption… 3 weeks ago RT DmitryBabokin: ISPC v1.17.0 is released! ??? /ispc/ispc/rele… 2 weeks ago Since diffuse indirect lighting is quite low frequency, it is adequate to use low LODs for the GI rays. While all the ray tracing is done on the CPU, the noise filter runs on the GPU and is implemented in CUDA. I trace only two GI rays per pixel, and therefore, the resulting image must be heavily filtered in order to eliminate the extreme noise. Nothing is precomputed (except the massive model data structure of course). I use Monte Carlo integration to compute the GI with one bounce of indirect lighting. There are two light sources: a point light (the Sun) and a hemispherical one (the sky). Note that most of the scene is not directly lit, and color bleeding caused by indirect lighting is clearly visible. Fortunately, there are lots of optimization opportunities. It’s barely interactive: it runs at only 1-2 fps at 640×480 on my dual-core Core i7 notebook. GI in VoxLOD is very experimental and unoptimized for now. One possible solution is ambient occlusion, but I wanted to go further: global illumination in real-time. While shadows make the rendered image a lot more realistic, the parts in shadow are completely flat, devoid of any details, thanks to the constant ambient light. It’s not easy to render soft shadows with ray tracing at high quality and speed, so I will have to do some research on this. In the future, I would like to implement area lights too. For example, this is how the ray traced 354 million triangle Mandelbulb model looks like:Ĭurrently, only point light sources are supported, which cast hard shadows. Of course, level-of-detail is applied to the shadow rays too.
I’ve been quite busy in the past few months writing my Master’s dissertation (which is about my real-time massive model visualization method), so I didn’t have time to update my blog.įirst of all, I’ve implemented shadows in VoxLOD, which has thus become a ray tracer.