Raytracing and moore's law

Blender's renderer and external renderer export

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konrad_ha
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Location: Munich | Germany | Europe
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Post by konrad_ha » Wed Oct 06, 2004 10:44 pm

:shock: Did you see those rendering-times?

God, I wish I could plug some renderer like this into Blender. That would make my work so much easier!

ideasman
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Post by ideasman » Thu Oct 07, 2004 12:28 am

rcas wrote:
ideasman wrote: another open source one that used DirectX only.
http://www.bee-www.com/parthenon/index.htm
Yup, this was one of those, but there was another one using OpenGL, but I can't find the link anywhere.
Id like to see an openGL renderer- that would be awesome.- Non realtime I mean.

rcas
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Post by rcas » Thu Oct 07, 2004 1:28 am

ideasman wrote: Id like to see an openGL renderer- that would be awesome.- Non realtime I mean.
It wasn't realtime, it was like parthenon but it wasn't finished yet.

I tried googling but haven't found it, if I find it I will post it.
How to use a Blender:
Put your model, rig, animation and textures in the Blender, turn the Blender on and wait for it to Render, then turn the Blender off and show it to your friends.

lololol
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Post by lololol » Tue Nov 28, 2006 3:27 am

lol, graphic cards have weaker processors than CPU's, are you kidding me?
qinjuehang.deviantart.com

Koba
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Post by Koba » Tue Nov 28, 2006 4:21 pm

Raytracing is the future...even for games.

The reason is that raytracing is resolution-dependant and complexity-independant (from what I understand). Current games run fast by using a whole load of shader hacks (bump mapping, parallax mapping etc) and not much geometry. Turn everything into geometry and a raytracer would compete pretty well.

We are getting to the point where shader hacks are reaching their limits. To increase quality we now need to increase geometry and raytracing will take off. As a bonus we will get *proper* reflection and shadows instead of the glitchy techniques used now.

As for development a raytracer would have make a lot of effects much simpler to code.

Koba

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