Hi,

I've implemented a basic interface to OSL through a BRL-CAD shader (sh_osl).
The problem is that I based my code on a path-tracer algorithm, which
requires many samples. Since BRL-CAD only shoots a single ray, I added a
loop on the osl_render function whenever the ray is the viewing ray (depth =
0).

Then, I was asked to implement a simple ray-tracer using direct illumination
in sh_osl. I'm not sure OSL was designed for this end, but in the past week
I've been researching and performing tests without success - but maybe it's
just my lack of knowledge on these algorithms. Besides continuing this
research, there are several other options for next taks I have in mind:

- Add some perturbation on the rays received by sh_osl so we can perform
anti-aliasing;
- Add a framebuffer mode that refreshes at each sample (the problem with
this is that the sampling loop would have to be the outermost. Currently,
it's the innermost -- I see it's kinda different behavior that would be
useful only for the path-tracing algorithm, so wouldn't be better to
implement a new, standalone application?)
- Implement an interface to build the osl shader groups. It's cumbersome and
error-prone to add them by hand, but this seem to be too long for the given
timeframe, since I also would have to learn Tcl.

Which of these do you think are more desirable? Any other suggestions?

Thanks!
------------------------------------------------------------------------------
Got Input?   Slashdot Needs You.
Take our quick survey online.  Come on, we don't ask for help often.
Plus, you'll get a chance to win $100 to spend on ThinkGeek.
http://p.sf.net/sfu/slashdot-survey
_______________________________________________
BRL-CAD Developer mailing list
brlcad-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/brlcad-devel

Reply via email to