Raytrace rendering?

Blitz3D Forums/Blitz3D Programming/Raytrace rendering?

poopla(Posted 2004) [#1]
How would I go about rendering high quality images from within blitz? Screenshots at high res arent enough.


jfk EO-11110(Posted 2004) [#2]
didn't elias_t post a basic raytracer in the code archives?


PGF(Posted 2004) [#3]
Since you can hardly be thinking about doing this in realtime...

Why not export the scene or whatever to a real ray-tracer and have it render the image. For example POV-Ray would be an excellent target. Your BB program could write out the scene definition in SDL which is the language that drives POV. Define geometry (spheres, cylinders, planes, triangles etc), textures, light sources and camera position.

Call POV and wait a few seconds, hours, minutes or days depending upon the complexity and your settings. You won't beat the power, quality or performance of such a mature application.


Sweenie(Posted 2004) [#4]
Since you can hardly be thinking about doing this in realtime...



Maybe not quite yet, but it's getting there...
http://www.realstorm.de/Screenshots.html


_PJ_(Posted 2004) [#5]
IMpressive stuff nonetheless! :)


podperson(Posted 2004) [#6]
It's very impressive -- the speed is remarkable even considering the processor speeds of modern computers.

Interestingly, Strata (www.strata3d.com) used to sell technology along these lines that worked quite well on 25MHz processors (!). You exported a "cooked" 3d scene from their modeling package and then a viewer allowed you to fly through it in real time. The scene was ray-traced but static.

They're obviously doing as much precalculation as possible (hence the relatively long "load" times for fair simple scenes involving only a few primitives -- the bowls, for example, are simply one sphere minus a slightly larger offset sphere).

Neato