Hi all,

what i still mentioned in the past is that i 'd like to replace the
linear search (O(n)) for triangle intersection test by a faster O(log(n))
(LineIntersection / Intersection Visitor). A line intersection is similar to
a ray
intersection, so we are really close to ray tracing. With the www.ompf.organd
their know how, it sould be possible to get really soon a close to real time
ray tracer.
there exist a open source (GPL) real time ray tracing project called arauna
(rt07.raytracing.nl
  or http://www.gamedev.net/community/forums/topic.asp?topic_id=463595 ).
once we have speed up the intersection visitor we can go further. still
volume rendering / ray casting could be
introduce once with similar ideas. (
http://www.cg.tuwien.ac.at/courses/MedVis2/MedVis2.html)

what i am looking for is, a community helping implementing such  tuning
algorithm. who like to introduce this
into osg, or who like helping me in implementing. there is still
jean-sebastien,
others ?

/adegli



2007/12/13, Jean-Sébastien Guay <[EMAIL PROTECTED]>:
>
> Bonsoir Charles,
>
> > would the design of your current raytracer code lend itself to tracing
> > voxels filled with smoke or water?
>
> Adrian would be the best placed to answer, as he wrote it, I only used
> it. But from what I saw it only currently supports ray-triangle
> intersection, nothing is done about participating media.
> Reflection/refraction for the surface of water would be pretty easy,
> but smoke or ripples on the surface of water (or any other fluid) is
> another thing. ("une autre paire de manches!")
>
> Once we get a good basic raytracer going, it will be possible to
> integrate effects into it fairly quickly. That's the great thing about
> raytracing in general, it's a very intuitive technique. (but I think
> I've said that before in a previous thread, not so long ago... :-)
>
> J-S
> --
> ______________________________________________________
> Jean-Sebastien Guay     [EMAIL PROTECTED]
>                          http://whitestar02.webhop.org/
>
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-- 
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