This is a more serious attempt to do raytracing on real models in realtime ("real" means with more than 5 million triangles). It started as a
personal project, and then into a profesional one. At some point I had to branch the code in orther to have a clean separation between both
projects - all in this page is made with my personal branch of the raytacer. I cannot show the "real" models in this page because they are
all under NDAs; but let's say that the big models contain several hundred millions triangles.
The raytracer is plugin based, on which both shaders and primitives are plugins. The architecture exploits multi-core CPUs and also systems
with several CPUs on the same system. The interesting part of the project is probably the plugin for triangular meshes, that achieves a few
million rays per second, and allows realtime navigation with basic shading (diffuse plus shadows). However, the purpose of a ray tracer is
either to handle massive models (that I cannot show here as I explained), either to display "special effects". This two points you just cannot
do with a rasterization algorithm (read OpenGL/DirectX) without having some pain in you brains.
All this activity happend during 2005. Since then, no much work has gone on on this topic :(
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