Textures Added

Screenshot from 2013-07-26 04:33:50

So that was fun. Adding sphere surface coordinates to texture space converter. Used this “trivial” technique UV mapping.

Screenshot from 2013-07-26 04:34:39

Apart from that, I moved the code around and cleaned it slightly. that resulted in few additional frames per second. Each Sphere is semi-transparent with the same texture.

now what, normal mapping ?

[edit: 29 Jul 2013]

Apparently ther was a bug in my texturing. It is gone now 🙂

Screenshot from 2013-07-29 23:57:22

Screenshot from 2013-07-29 23:57:37

Screenshot from 2013-07-30 00:02:08

and night version,

Screenshot from 2013-07-30 00:02:59

Screenshot from 2013-07-30 00:03:25

There is a code that I used.

//intersection point, sphere
//algorithm from http://en.wikipedia.org/wiki/UV_mapping
float3 getTexelID(float3 point, sphere * ss)
{

float3 pole = (float3)(0.0f,1.0f,0.0f);
float3 equator = (float3)(1.0f,0.0f,0.0f);
float U=0.0f;
float V=0.0f;
float phi = 0.0f;
float theta = 0.0f;
float3 normal = point - ss->pos.xyz;

normal = normalize(normal);
phi = acos( -dot(normal, pole));
V=phi/3.141592653589793 ;

theta = acos( dot(normal, equator)/ sin( phi )) / ( 2 * 3.141592653589793 );
if ( dot((cross(pole, equator)), normal) > 0 )
U = theta;
else
U = 1 - theta;

float3 x = (float3)((float)V, (float)U, 0.0f);
return x;
}

How about spheres as voxels?

Screenshot from 2013-07-07 22:06:12
I did a litte bit of research and it kept me wondering.. how about using spheres for voxels representation this time?
Lets try it out and see how much the GPU can take.

Grid of 10^3 Spheres – there is no acceleration architecture implemented yet – Octree for spheres? that feels odd..

Oh, btw. That’s raytraced.. so far quite interactive.

It uses OpenCL on Radeon 5700 HD – only primary rays so far on ambient material. Give it some time.

[Edit: 08-Jul-2013]

Screenshot from 2013-07-08 21:15:59

Simple directional light lighting system implemented.

Screenshot from 2013-07-08 23:05:21

Secondary bounces in place (depth of bounces set to two) – little bit of hackery had to be done since there is problem with recursion in OpenCL.

Screenshot from 2013-07-08 23:09:12

Every third sphere is ambient.

L