This is a run of my ¨SceneDepth¨ GPU-Based Ray Tracer. It´s source is not currently posted. It was run on a GeForce 9800 GT, at a 480x360 resolution and varied in framerate between as low as 10 and as high as 30 FPS depending on what I was looking at. It was written entirely in OpenGL + GLSL, While this runs on a GeForce card, I plan to run this on an ATI some time; I currently do not have access to any. Before you guys ask - THIS IS NOT USING CUDA. The method used was to do a bounding-volume hierarchy. There are three lights, 2 x ~800 poly models, 2 spheres and the ground plane. It was tested and recorded using Ubuntu Ibex.
This utility should be available soon, when I write the amorphic cone code, it may be possible to use for video games, as when you don´t used particularly high poly models, the framerate goes way up.
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