PixelMachine ray-tracing dealy-bob!
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Shitty Truck Dump
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CornJer
Metal does cocaine.


2005 Mar 21 • 1531
36 ₧
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Holy shit thats awesome.
Your source code is confusing though. Too much numbers.
If you jump high enough you'll hurt your ankles when you land.
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superjer
superjer

2005 Mar 20 • 3767
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Ok I'll take some out... :/
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superjer
superjer

2005 Mar 20 • 3767
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Yes. SPARToR will have a built-in ray-tracing mode, along with OpenGL and D3D.
Actually I might cut D3D, it's annoying.
Ray-tracing will NOT work for real-time gaming for a few years (until hardware is A LOT faster) but it will still be fun for rendering super high quality screenshots or playbacks of demos and stuff!!
:D
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aaronjer
*****'n Admin


2005 Mar 21 • 3812
1,227 ₧
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Wow. That was shiny. Very shiny. If I could stop playing with my Wii for 5 seconds I'd come over and check it out.
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superjer
superjer

2005 Mar 20 • 3767
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You should come over and check out my Wii too. I still haven't tried WarioWare and also MS Flight Simulator on 6 screens is in the queue...
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Nezumi
Asshole Admin


2005 Mar 26 • 146
175 ₧
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I think we all need to get together and compare Wiis.
(P.S. Superjer, as an adendum to our conversation: Gravitino? Seriously now they're just makin' shit up.)
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NatureJay
SJA: Commander of Ruthless Abuse


2005 Mar 22 • 1443
574 ₧
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I prefer Graviolis. personally.
100% natural, no antibiotics, and bloodgrass-fed
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NatureJay
SJA: Commander of Ruthless Abuse


2005 Mar 22 • 1443
574 ₧
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Looks like a photograph of ball-bearings in a metal box.
It's usually against my policy to acknowledge that Superjer is capable of doing anything other than sucking, but damn.
100% natural, no antibiotics, and bloodgrass-fed
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brad1000
2007 Feb 19 • 265
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superjer check ur pee ems 
i didn't do it, it was mrsticks
and i found out it was acualy mrs.tits
were is he any ways
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redkrieg
2007 Feb 21 • 2
11 ₧
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While I was playing with pixel machine making movies, I ran across a few frames that I thought would make really nice wallpapers, so I wrote in a little mod to do the movement calculations between frames for X frames before passing to the render routine. This let me blow up any particular frame out of a movie into a full sized wallpaper. Code changes follow, additions in bold:
[code:1]
#define FRAMES 1 // frames of animation
[b]#define SFRAME 0[/b]
...
int frames;
[b]int sframe;[/b]
...
frames = FRAMES;
[b]sframe = SFRAME;[/b]
...
case 'v': frames = atoi(argv[i]+2); break;
[b] case 's': sframe = atoi(argv[i]+2); break;[/b]
...
[b]for(i=0;i<sframe;i++)
{
subtract( cam, cam, lin );
tar.z -= 0.85;
cam.z -= 0.9;
for(j=0;j<SPHERES;j++)
{
switch( j%3 )
{
case 2: sphere[j].center.z += 1.1; break;
case 1: sphere[j].center.z -= 1.1; break;
case 0: break;;
}
}
}[/b]
printf("Rendering...\n");
[/code:1]
Simple I know, but useful enough that I figured you might want to hang on to it.
Edit:
Oops, bold doesn't work in code tags, ahh well... need something to differentiate.
Also, have you considered making it multithreaded? Divide the work in half, hand half to each thread, combine at the end... All the work in half the time! (On a dual core machine of course). Raytracing I know works well with multithreading, but I'm not sure about photon mapping.
Multithreading tutorial: http://vergil.chemistry.gatech.edu/resources/programming/threads.html
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superjer
superjer

2005 Mar 20 • 3767
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I am working on allowing customized pathing for rendering animations. Bascially the idea is, let the user roam around in very low res and set waypoints and angles, and then make a video between them. Your idea of being able to jump back to a frame is very cool. I'll definately get that working.
I will probably also add the physics code from my game engine so PixelMachine can simulate physics. It would be much cooler to see those metal balls rolling around and colliding than just floating.
Multithreading is definitely the way to go for this app, I just haven't got round to it yet. I am pretty sure photons can benefit from multithreading also. The photon stuff just uses raytrace() like everything else.
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redkrieg
2007 Feb 21 • 2
11 ₧
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Awesome, I can't wait to see the next version's source... Very interesting stuff going on!
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brad1000
2007 Feb 19 • 265
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wen is it done??? iv been waiting 4 mcdiddy's and the game 4 ever
i didn't do it, it was mrsticks
and i found out it was acualy mrs.tits
were is he any ways
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superjer
superjer

2005 Mar 20 • 3767
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"brad1000" said: wen is it done??? iv been waiting 4 mcdiddy's and the game 4 ever
I don't know. I have a shitload of stuff to do. When I have time I work on it. That's all I know.
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brad1000
2007 Feb 19 • 265
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wen is the pixel michine done wut does it do
i didn't do it, it was mrsticks
and i found out it was acualy mrs.tits
were is he any ways
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superjer
superjer

2005 Mar 20 • 3767
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It makes pretty pictures like this:
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brad1000
2007 Feb 19 • 265
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wow!!! *head explodes*
i didn't do it, it was mrsticks
and i found out it was acualy mrs.tits
were is he any ways
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general_zim
Le Tigre

2006 Sep 1 • 549
16 ₧
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how do you run this?!
This looks insane. Good work, superjer, or your correct name to address you by...
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melloyellow582
The Original Portmanteau


2005 Mar 21 • 12819
666 ₧
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so how much control do you have over these so called "pixels"
like can u make then into specific shapes like, say, a large australian mammal?
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CornJer
Metal does cocaine.


2005 Mar 21 • 1531
36 ₧
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This should fuel superjer's ego:
A comment on stumbleupon.com
Quote: oli23000•Feb 26, 7:35am
I can just picture this guy, typing "It actually wasn't that hard" on his computer and smiling cuz he knows hes a f**king genius. Not really a tutorial, more of a bragfest with the source at the end. Still cool..
If you jump high enough you'll hurt your ankles when you land.
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reportingsjr
2008 Apr 13 • 4
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Is there any way we could get the source for some of the other renders you did? Such as the one with a sphere on top of every stack of blocks.
I would like the renders to be a bit more predictable, and I liked the ones you posted. :)
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