
Caustic Graphics—Dynamic Geometry: The Sequel
7 months ago
James McCombe co-founder and CTO of Caustic Graphics demonstrates CausticRT's ability to support dynamic geometry interactively without all of the usual setup associated with each frame in traditional ray tracing systems. James also discusses the rationale for choosing OpenGL as a basis for Caustic Graphics developing the first API ever for raytracing.
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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