
Caustic Graphics—GLSL Shaders
7 months ago
James McCombe co-founder and CTO of Caustic Graphics discusses and demonstrates the ability to program and view shaders interactively within the CausticRT™ raytracing system, using GLSL (OpenGL Shading Language). James also discusses the advantages of adopting OpenGL as the basis for the CausticGL API, as well as lighting model support, and image quality comparisons.
In the demonstration, CausticRT raytraces the scene at VGA resolution, with 4 ambient occlusion samples. All geometry, shaders and camera can be edited at sustained 3-5 frames per second (FPS) with the CausticRT™ development system today.
Scene Description:
==================
* 5M triangles.
* 2 Audi R8 car models, each 1.8M triangles
* 100% ray traced primary+secondary rays.
* 100% procedural GLSL shaders with many layers of Perlin noise.
* 100% HDR pipeline.
* All textures are differential driven, trilinear filtered.
* Bump mapping.
* Differential based shader anti-aliasing by default.
Video produced by Bay Area Pictures (www.bayareapictures.com)
In the demonstration, CausticRT raytraces the scene at VGA resolution, with 4 ambient occlusion samples. All geometry, shaders and camera can be edited at sustained 3-5 frames per second (FPS) with the CausticRT™ development system today.
Scene Description:
==================
* 5M triangles.
* 2 Audi R8 car models, each 1.8M triangles
* 100% ray traced primary+secondary rays.
* 100% procedural GLSL shaders with many layers of Perlin noise.
* 100% HDR pipeline.
* All textures are differential driven, trilinear filtered.
* Bump mapping.
* Differential based shader anti-aliasing by default.
Video produced by Bay Area Pictures (www.bayareapictures.com)
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