Archive for October, 2008

Bunny!

Thursday, October 23rd, 2008

It had to happen sooner or later… Yes thats right, a raytraced Stanford Bunny  (Thanks to Standford for doing the 3d scan).

To be a little different my bunny is facing away from the camera :p  I’m currently getting 1fps at 800 by 800 - which isn’t too bad for just under 280 000 triangles and 2 light sources (reflections are currently turned off).  I think I can increase the speed of this by quite a bit - the current problem is my acceleration structure ran out of memory hence the artifacts. Rendering a more complex scene like this has definately shown up shortcomings in my current algorithm. I have already started work on version 2 :)

For now just a screenshot…

Stanford Bunny at 1 fps

Stanford Bunny at 1 fps

 

The nendril project took a big step forward yesterday with it becoming self aware…. just kidding! But it is now correctly firing its neurons. More updates soon.

Finally an update!

Thursday, October 9th, 2008

What with work / projects / email / spore, updating the web site has definately taken a back seat recently. The good news is that I have answered every email I’ve been sent so if you haven’t received a reply the chances are my spam filter ate it - just resend or post a comment here if this is the case.

On the project front - have a look at this screen shot…

721 Spheres and 2 lights with 1 level of reflection at +- 14fps

721 Spheres and 2 lights with 1 level of reflection at +- 14fps

I am actually really happy with this as having 8000 objects on the screen only drops the frame rate to +-9. I can still make a lot of optimizations to it but the basic algorithm seems to be working well. Soon it will be time to switch back to triangle meshes and render something useful :) I’ve recorded a short video of it which is available here , unfortunately the screen capture application I use to generate the recording dropped the frame rate by +-6fps…  At the start of the recording I turn reflections on and you will see the (already diminished) framerate drop accordingly. Note that the camera isn’t moving - all the objects are moving.

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