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I'd like to do a simple 2D shadow calculation algorithm by rendering my environment into a texture, and then use raytracing to determine what pixels of the texture are not visible to the point light (simply handed to the shader as a vec2 position) .
A simple brute force algorithm per pixel would…
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Greetings,
I'm working on a game project that uses a 3D variant of hexagonal tile maps. Tiles are actually cubes, not hexes, but are laid out just like hexes (because a square can be turned to a cube to extrapolate from 2D to 3D, but there is no 3D version of a hex). Rather than a verbose description…
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Hello:
I wish to implement soft shadows produced by area lights in my raytracer. I'm having trouble generating the random samples. So I have a scene in which I have an area light (represented as a circle) whose world (x,y,z) coordinates of the center are given, the radius is given, the normal of…
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In all examples online that I have seen, when rendering meta-balls (level sets of a potential function), the point of ray-meta-ball intersection is always found by raymarching. Are there any alternatives to this for determining the point explicitly?
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I am writing a program, that as input, I have a huge 3d mesh (with mostly structured and cubic shaped elements), and I want to realtime render it, but not as real-time as a game. But speed of rendering is somehow important. The most important point is, I don't need any special lighting nor any shadows…
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