[Soc-2009-dev] Raytrace api

joe joeedh at gmail.com
Sat Jun 6 11:13:40 CEST 2009


Not sure if this helps, but the ray/triangle intersection code used in
the octree can report intersections behind the ray origin.  I always
assumed there was a check for that within the octree code, but now I'm
not so sure.

Joe

On Fri, Jun 5, 2009 at 3:38 PM, André Pinto<andresusanopinto at gmail.com> wrote:
> ===Week 2 report===
>
> ==this week==
> *tried to find why the new code was giving nice results:
> http://www.zanqdo.com/tmp/Jaguarandi.png
> http://www.zanqdo.com/tmp/Trunk.png
> but couldn't find why... its quite hard to trace/debug rays
>
> *mirror rays work now
> *work on both (bvh and octree)
> (after a few bugs.. they were rendering nice, thanks ZanQdo for the fish
> scene)
> http://andresp.no-ip.org/soc2009/fish3.png
> http://andresp.no-ip.org/soc2009/shit3.png
>
> *instance code done
> it encapsulates a rayobject and perfoms space-transformation to convert
> between local and global coordinates.
>
> ==next week==
> *plugin instance rayobjects with dupli(verts/faces)
>
> I was thinking that instance support could be done at Mesh level (alt+d),
> altought since each mesh instance can be different because of modifiers, it
> seems that it will only be supported at dupliverts. (i hope this doesn't has
> negative effects)
>
> * try hierarchic raytrees (needed for instances).. (i guess some code still
> needs to be fixed for this to work nicely)
> I will probably create a bvh of objects and where each node is an
> octree/instance.
>
> * test other types of rays.. that means ao, and transparent/soft shadows
> (currently they are disabled)
>
> ==schedule==
> Still quite busy with school... its taking more time than I expected
> But I am still on schedule
>
> This initial part of adapting ray structure is taking more time than
> expected, mostly because of large amounts of time wasted on finding bugs.
> * I am still gaining experiencing on how to trace render bugs
> * I hope to catch most bugs on this initial part before moving since for now
> the code still "looks like" the original code and so its useful to debug by
> comparison.
>
>
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>


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