Flying over the stained glass mountains

December 18, 2011 at 11:10 am | Posted in Uncategorized | 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

September 8, 2011 at 1:21 pm | 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:

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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.

Mosaics mosaics mosaics

February 21, 2011 at 5:36 pm | Posted in Computer path | Leave a comment
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After some fine tuning, the mosaics produced by the Raydiant engine at http://cutemosaic.com are now showing for what they are: full global illumination 3D renders. Try any of this images at full resolution and see for yourself. And remember to do it with your photos for free at cutemosaic.com. Also there is a new improved web interface.

Cute mosaic for you

January 29, 2011 at 5:55 pm | Posted in Computer path | 1 Comment
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After some time at last a public server is ready to attend petitions for personalized mosaics rendered with Raydiant engine. There are almost 300 different configurations to choose from. The resulting mosaic can have up to 24 megapixels. No need to register, just configure your mosaic (the finnish method ‘Realistic’ is a full-fledge-no-tricks global illumination render of the composed mosaic), upload your photo and specify the mail where you want to receive the finished mosaic. Your feedback is most welcome. The web in question is cutemosaic.com. Let me know if you find it fun!

Intimacity, rare tracks

June 8, 2010 at 5:11 pm | Posted in Computer path | Leave a comment
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Over a hundred renders of the Intimacity landscape have been performed till now. Two of them have made it to the final stage and won the price (the price meaning being rendered at HQ and published at deviant art here and here) and at least one more is following soon (waiting for a Zalman cooling device for my main PC and another i7 is coming so I can keep programming while rendering with it). But there are a few of the unselected renders that are still interesting. Thankyou all for the support!

The opposite river bank, zooms

May 19, 2010 at 6:43 pm | Posted in Computer path | Leave a comment
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A new picture has been added to the collection at the art tab. Its name is ‘The opposite river bank’, depicts a copper veined marble landscape based on a variant of Alberto’s Maze function. These are some zoomed details of the high definition printable version here. The Raydiant engine has been used to render it. This particular view of the scenario was obtained during a real time full global illumination interactive walk.

Intimacity: the picture

May 2, 2010 at 10:11 am | Posted in Computer path | Leave a comment
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The definitive version of the Intimacity synthetic image is finalized. The printable one has 27 megapixel making for a very good definition on larger impressions (deviantart). My wife Maria has cooked some close ups to show several interesting details all over the city. I’ve spent hours looking around small areas of the landscape, the lighting varies subtlety allowing the pieces to have different appearances due to heterogeneous surrounding distributions. This scene has a complex global illumination equilibrium.

Real time Raydiant

February 15, 2010 at 6:08 pm | Posted in Computer path | Leave a comment
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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’.

Raydiant: realtime mutithreaded global illumination

November 8, 2009 at 11:04 am | Posted in Computer path | Leave a comment
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The global illumination tracer module has been finally completed/debugged and is working. So the new ideas applied to Raydiant engine about realtime steradian controled stem count to improve performance are now proved to be useful. Also the generic multithreaded tracer than can hold any other tracer inside (like the global illumination one) and transparently clone it and make it work at any number of threads simultaneously without synchronization penalties is completed and debugged. The result is that now you can interactively move yourself around in a synthetic scenario with true realtime global illumination in a i7. This opens far-reaching possibilities: games that look as if you where there is one I’m really attracted to. Also now that Fermi platform from Nvidia is here the Raydiant engine can be compiled at one of those 512 CPU cards and see what happends… . Because there is no precalcs the scene lights can be instantly moved around. And any number of ligths can be put at a secenario with no performance penalty, in fact is the inverse. On some of these screenshots the new light dispersion capability of the Raydiant engine can be clearly appreciated.

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