Intimacity lab tests
2010-04-22 at 16:39 | Posted in Computer path | Leave a commentTags: 3D, art, C++, engine, fractal, maths, procedural, programming, radiosity, ray tracing, raydiant, raytracing, realtime, render
I keep experimenting with Intimacity set. So many possibilities and so much fun. These are just a few samples. Also a coil of mirror spheres I found to be nice. It’s a big help to be able to walk in real time trough all this scenarios using the Raydiant engine then just take ‘photographs’ of the views you like. Furthermore, even I’m the one who built these scenario, it’s procedural so the exploration really satisfies my curiosity. The render speed of the Raydiant engine greatly facilitates the process.
Intimacity inner workings
2010-04-18 at 12:03 | Posted in Computer path | 2 CommentsTags: 3D, art, C++, fractal, procedural, radiosity, ray tracing, realtime
I’m currently working on a new procedural render called Intimacity (accent should be put on the ‘a’ letter). It is a maze-city-like structure generated using the procedural API of the Raydiant engine. These are test renders of the city that shows a hint of what the basic idea is. I find these geometric-non-periodic-but-simetric arrangement very soothing and comforting. It is based on Alberto’s Maze function (see this post if you wish).
Improved reeditions with Raydiant
2010-04-13 at 17:08 | Posted in Computer path | 5 CommentsTags: 3D, art, C++, fractal, procedural, radiosity, ray tracing, realtime
As part of the initial work phase for Raydiant some scenes from the Raydiosity engine have been rerendered at very high resolution (30 to 64 megapixel) so they can be printed at large sizes (http://albertoven.deviantart.com/gallery/). Here is a preview (these are scaled down versions, still far better quality than achieved with the old Raydiosity engine):
Real time Raydiant
2010-02-15 at 18:08 | Posted in Computer path | Leave a commentTags: 3D, art, C++, fractal, global illumination, path tracing, procedural, radiosity, ray tracing, realtime
Ok, now that Raydiant is working I’m using it to render some images developed with the previous Raydiosity engine. But this time in high resolution. So they can be printed in large formats. The results are being posted at albertoven.deviantart.com. In the process the realtime interactive no precalc full global illumination capabilities are fun to use. Of course the quality and resolution of the render is reduced consequently, but even so the feeling of those walks is something enjoyable. Here are various examples of real time walks, some with global illumination, other in raytraced preview mode (in very decent resolution and frame rate) and some details from the new 25 megapixel ‘fold the bar three leaf clover’.
- interactive walk with radiosity
- interactive walk in preview mode
- interactive walk in preview mode
- interactive walk in preview mode
- interactive walk in preview mode
- interactive walk in preview mode
- fold the bar three leaf clover detail
Monolith Coil revamped
2010-01-23 at 17:35 | Posted in Computer path | Leave a commentTags: 3D, art, C++, procedural, ray tracing
At last I’m reaching the point where Raydiant engine is fully usable. First thing I’ve done is a new very similar revamped version of my ‘monolith coil’ picture, but this time at 8000×6000 resolution (that would be 48 megapixel) so is printable with high quality at big sizes. It is already uploaded at albertoven.deviantart.com/art/monolith-coil-150027873. With the Raydiant engine it has been a nice 39 hours render. Main differences with the old original version is It has some subtle wall texture, better postprocessing (Raydiant includes this treatment) and far faster rendering time.
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