Glass Shader - Real Refraction 2

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Uploaded by on Oct 10, 2009

this one looks cool. thickness-aware and phase-function between refracted vector and view vector (darker at grazing angle). btw, I render front-facing polygons mit zfunc=less and back-facing polygons with zfunc=greatest in a pre-pass. In the final pass, a ray is sent from the front facing world coordinate into refracted direction. ray is propagated until its z-value is behind the back-facing z-value! note that this can be done more efficient (siggraph '05), but modern graphics hardware allows for real-time ray-tracing.

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Uploader Comments (starvald)

  • how much fps do u get on that, or how much time does take to compute?

  • 40-50 fps on 1440x900 resolution. but the shader isn't optimized at all. the ray tracing loop currently has max. 128 steps, but aborts as it hits the backfacing polygon.

  • on a gtx 260 btw

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  • Man man great job. Can't wait to talk more about this with you. Where are you these days anyway ?

  • Nvidia Graphics Rulez

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