Game | Graphics Programmer
RAY - TRACING
1. Intersection of ray with sphere, cylinder, triangle and axis aligned box
In the given image we can see a depth calculation
​
The closest intersection point is recorded
​
With the given formula (t−5)/4 we approx the distance value
​
Set he given value in the output color variable
​
Normals are calculated at every intersection but the smallest intersection distance is considered.
​
Each shape has a different way of calculating normal.
​
Normalize the normals
​
Absolute the normals and export it to color variable.
​
Color variable prints the pixel at the respective position stated by x and y loops
​
Every object has a material
​
The material contain the diffuse, specular … etc.
​
Currently we export the diffuse to the color variable and it gets printed on the screen
Used formula (N.L)*(Kd)/pi to get the reflected color
2. Path Tracing
4096 Passes
512 Passes
64 Passes
8 Passes
1 Passes
3. Reflection
4096 Passes
512 Passes
64 Passes
8 Passes
1 Passes
4. Transmission
Without MIS (Multiple Importance Sampling)
With MIS (Multiple Importance Sampling)
4096 Passes
512 Passes
64 Passes
8 Passes
1 Passes
5. Depth of Field and Motion Blur
​
4096 Passes
​
Designed my self in iClone Character Creator
​
Exported running pose in FBX format from MAYA
​
​