Erich Loftis

309 posts

Erich Loftis

Erich Loftis

@ErichLoftis

Professional musician/Music teacher, Hobbyist 3D Graphics & Game Programmer - focus on real time Ray Tracing & Path Tracing on all devices with a modern Browser

Houston, Texas USA Katılım Ekim 2021
276 Takip Edilen305 Takipçiler
Erich Loftis
Erich Loftis@ErichLoftis·
@Hyperspider2021 @Peter_shirley @threejs I hear you! 😅 But it is really worth the time to just read, even if you can't get to coding the project yourself right away. It will give a good understanding and solid foundation to build off, when you're ready! 😊
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Erich Loftis
Erich Loftis@ErichLoftis·
I was able to bring this iconic scene into real-time by constructing a BVH around the 480 smaller objects, using my custom BVH_Quick_Builder (15-30 ms). Click the 'Show_BVH_Leaves' checkbox to see the smaller AABB leaves in action! Try changing the animations and shapes, 2/3
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Erich Loftis
Erich Loftis@ErichLoftis·
@petermcneeley84 @threejs As far as number of rays, I do only 1 ray per pixel, per frame - in order to make it run at 60+fps on any device. But each pixel's camera ray does a ton of work, spawning new rays on a mini 'stack' when glass/clearcoat or diffuse is hit- kind of how Whitted did it in the 80's 😉
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Erich Loftis
Erich Loftis@ErichLoftis·
I picked 3 inspiring Wikipedia images under 'Global Illumination' and 'Ray Tracing', and recreated them as closely as possible. You can fly the camera around, make camera adjustments, and it all renders at 60+fps, even on mobile! Live Demo: erichlof.github.io/THREE.js-PathT… 1/3 @threejs
Erich Loftis tweet media
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Erich Loftis
Erich Loftis@ErichLoftis·
@petermcneeley84 @threejs Thanks! On last 2 scenes, mainly spheres only, except for a large ground rectangle for both. On 1st sceme, it is uses 3 spheres, 1 metal cylinder, a large box room interior (kind of like back face culling), and two smaller white boxes, 1 holding the light and 1 for the back wall
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Erich Loftis
Erich Loftis@ErichLoftis·
And here is a link to the Three.js PathTracing Renderer, where you can find now 47 live demos (and counting!) and the complete source code for everything: github.com/erichlof/THREE… 3/3
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Erich Loftis
Erich Loftis@ErichLoftis·
A more permanent solution would be necessary for industry-wide Quad adoption. But I believe the benefits are worth it. btw, the intersection algo used is by Alexander Reshetov (NVIDIA) in Ray Tracing Gems, pg 95-109 Source Code Patch Intersection: #L2851-L2929" target="_blank" rel="nofollow noopener">github.com/erichlof/THREE… 8/9
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