Playing across the domes

2012-01-08 at 10:17 | Posted in Computer path | Leave a comment
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The video below is composed of around 2000 renders done with Raydiant at around 1 and a half minute each one. A geometry operator that applies non homogeneous scaling and shear to any contained object is used to transform spheres into beads. Images are automatically postprocessed inside Raydiant to show lens glow on saturated spots. To that extent a subpixel accumulative scalar field parametrized by angle, distance, intensity and hue has been applied at every glowing texel. All the geometry has been procedurally generated inside Raydiant from a digital photo of an undisclosed location of the Persian Gulf (http://cutemosaic.com).

Flying over the stained glass mountains

2011-12-18 at 11:10 | Posted in Computer path | 1 Comment
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The following video has been rendered with Raydiant over a period of 3 and a half days and It’s composed of around 3000 frames. The camera path was graphically edited inside Raydiant using 3er degree polynomial splines to smoothly interpolate location, orientation, speed and fov. To enrich the visual feedback during the camera path designing the render mode was set to full global illumination, giving around a frame per second at low resolution. This way the real refraction/reflections and global lightning were taken into account in order to create the video. This is the first Raydiant made video and all it’s geometry was automatically generated inside the engine using its procedural API from a digital photo of the Brandenburg Gate. This was done at Cutemosaic. Special thanks for the music go to the group ‘El perro de nadie’ (http://elperrodenadie.foroactivo.com).

Colorado: interactive raytraced unlimited geometry

2011-09-08 at 13:21 | Posted in Computer path | 2 Comments
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Mathematical operation sequences had been described for a ray to be realtime checked against all sort of geometries, basic (spheres, polyhedron, cylinders, torus…) and complex (clouds, classical fractals, trees…). The use of procedurally generated recursively inscribed bounding volumes offers a great creative canvas to improve along this line. The following is a realtime raytraced demo of a mountain landscape composed of slightly more than 17 trillion truncated triangular prisms (specifically 17.592.186.044.416). Also, truncated irregular triangular prisms are used as bounding volumes. There’s currently no LOD mechanism in place, every geometry is considered each frame. The 3D procedural texture is combination of 2D and 1D fractal turbulence splines mapped to a suitable color palette and has no LOD control. The demo runs on Raydiant, a general purpose light tracer not particularly optimized for real time. The default Colorado demo quality is preview and you can take high quality global illumination snapshots at any time that, depending on resolution, can last anything from 5 minutes to several hours (so start trying it at low resolution). Camera is controlled with the keyboard. This binary executable is for Linux and uses a Qt 4.6.2 GUI. Because those 17 trillion prisms exist as a potentiality defined by an algorithm they use no RAM. That’s a good thing because to store all prisms around 1 petabyte of RAM would be required. Colorado runs entirely on CPU, so you are strongly advised to execute it on a powerful multicore processor with 4 or more kernels. Raydiant performance grows linearly with kernel count. The binary has been tested on Ubuntu 10.04. The GUI provides you with help about the camera movement and means to change resolution. As the GUI is still at alpha stage mess with it at your own risk. More info about Raydiant is available at previous posts at this blog and at ompf. To get personalized renders from the engine this online service is available. Note that Colorado is different from what Euclideon is doing. Colorado is a raytracer and could have used *any* combination of geometry types: spheres, cylinders, torus, triangles, polyhedrons, polygons, bit matrix, washers, quadrics, points…
I found it difficult to grasp the meaning of elevated quantities like 17 trillion, to help me see what it amounts to this zooming sequence with a factor of approximately x4 million has been developed:

This slideshow requires JavaScript.

Download Colorado here, execute Colorado.sh and please mind this instructions. How to select the antialiassing level. How to make global illumination snapshots.

Should circumstances allow it (meaning time is available) I intend to release a very simple concept game taking place on a large scenario, may be with real time completely dynamic global illumination over unlimited light sources.

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