<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title>diogo&#039;s coding corner</title>
	<atom:link href="http://diogo.codingcorner.net/feed/" rel="self" type="application/rss+xml" />
	<link>http://diogo.codingcorner.net</link>
	<description>game development and real-time graphics</description>
	<lastBuildDate>Thu, 22 Dec 2011 12:38:14 +0000</lastBuildDate>
	<language>en</language>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=</generator>
		<item>
		<title>Amplify Beta 2 (final) is up</title>
		<link>http://diogo.codingcorner.net/blog/amplify-beta-2-final-is-up/</link>
		<comments>http://diogo.codingcorner.net/blog/amplify-beta-2-final-is-up/#comments</comments>
		<pubDate>Wed, 18 May 2011 00:52:09 +0000</pubDate>
		<dc:creator>diogo</dc:creator>
				<category><![CDATA[Blog]]></category>

		<guid isPermaLink="false">http://diogo.codingcorner.net/?p=1154</guid>
		<description><![CDATA[The second major, and final, public beta of Amplify is finally out. This time we add variable bit rate texture compression, a bunch of performance and memory optimizations, but most importantly the rock solid stability we needed for a commercial release. The showcase demo is also coming along nicely. Only a couple more weeks to [...]]]></description>
			<content:encoded><![CDATA[<p>The second major, and final, public beta of <a href="http://forum.unity3d.com/threads/69830-Virtual-Texturing-Plugin-for-Unity-3.x-Pro-WIP"><strong>Amplify</strong></a> is finally out. This time we add variable bit rate texture compression, a bunch of performance and memory optimizations, but most importantly the rock solid stability we needed for a commercial release.</p>
<p>The <a href="http://www.polycount.com/forum/showthread.php?t=78994"><strong>showcase demo</strong></a> is also coming along nicely. Only a couple more weeks to go.</p>
<p>More details regarding the release can be found in the <a href="http://forum.unity3d.com/threads/69830-Virtual-Texturing-Plugin-for-Unity-3.x-Pro-WIP?p=580352&#038;viewfull=1#post580352"><strong>Amplify thread</strong></a> at the Unity Community Forums.</p>
<p>More info soon.</p>
]]></content:encoded>
			<wfw:commentRss>http://diogo.codingcorner.net/blog/amplify-beta-2-final-is-up/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Windows 8, .NET and XNA</title>
		<link>http://diogo.codingcorner.net/blog/windows-8-net-and-xna/</link>
		<comments>http://diogo.codingcorner.net/blog/windows-8-net-and-xna/#comments</comments>
		<pubDate>Mon, 14 Feb 2011 17:57:47 +0000</pubDate>
		<dc:creator>diogo</dc:creator>
				<category><![CDATA[Blog]]></category>

		<guid isPermaLink="false">http://diogo.codingcorner.net/?p=1122</guid>
		<description><![CDATA[Around a month ago Microsoft announced that Windows 8 would be a cross platform operating system. It will end up supporting x86 and ARM SoC, the two current major architectures in personal computing. How exactly will Microsoft will handle deployment for such different platforms is up for speculation. Personally, I&#8217;m expecting a combination of immediate [...]]]></description>
			<content:encoded><![CDATA[<p>Around a month ago Microsoft <a href="http://www.microsoft.com/presspass/press/2011/jan11/01-05socsupport.mspx">announced</a> that Windows 8 would be a cross platform operating system. It will end up supporting x86 and ARM SoC, the two current major architectures in personal computing.</p>
<p>How exactly will Microsoft will handle deployment for such different platforms is up for speculation. Personally, I&#8217;m expecting a combination of immediate legacy x86 translation, short-term Mac style fat binary bundles and a big push towards pure .NET applications. I believe the latter is inevitable and a good bet for game development as a long term solution.</p>
<p>This is happening at a time where high performing 3D graphics are becoming ubiquitous in netbooks, tablets and even smartphones. Not only will these games run on <a href="http://monogame.codeplex.com/">every</a> <a href="http://www.monoxna.org/">device</a> and reach a <a href="http://software.intel.com/en-us/blogs/2010/04/19/hear-that-knocking-sound-its-pc-gaming/">wider and </a> <a href="http://www.channelregister.co.uk/2008/03/25/gartner_2008_pc_shipments_forecast/">expanding</a> market, they will also look <a href="http://en.wikipedia.org/wiki/Infinity_Blade">amazing</a>. This is where <a href="http://en.wikipedia.org/wiki/Microsoft_XNA">XNA</a> comes in.</p>
<p>I&#8217;ve got a copy of &#8220;<a href="http://link.packtpub.com/dOYtcp">3D Graphics with XNA Game Studio 4.0</a>&#8221; by <a href="http://www.innovativegames.net/">Sean James</a> (<a href="http://www.packtpub.com/">Packt Publishing</a>) on the way:</p>
<p align="center"><a href="http://link.packtpub.com/dOYtcp"><img src="http://diogo.codingcorner.net/wp-content/uploads/2011/02/3D-Graphics-with-XNA-Game-Studio-4.01-e1297704745939.jpg" alt="" title="3D Graphics with XNA Game Studio 4.0" width="200" height="246" class="aligncenter size-full wp-image-1130" /></a></p>
<p>According to the description, the book is &#8220;a step-by-step guide to adding the 3D graphics effects used by professionals to your XNA games&#8221;. I&#8217;ll be posting a review of this book soon for to those of you interested in learning a bit, or a bit more about XNA.</p>
]]></content:encoded>
			<wfw:commentRss>http://diogo.codingcorner.net/blog/windows-8-net-and-xna/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>Amplify Beta is up</title>
		<link>http://diogo.codingcorner.net/blog/beta-is-up/</link>
		<comments>http://diogo.codingcorner.net/blog/beta-is-up/#comments</comments>
		<pubDate>Wed, 12 Jan 2011 13:21:29 +0000</pubDate>
		<dc:creator>diogo</dc:creator>
				<category><![CDATA[Blog]]></category>

		<guid isPermaLink="false">http://diogo.codingcorner.net/?p=1100</guid>
		<description><![CDATA[The public beta of Amplify, the virtual texturing plugin for Unity Pro, is now open. Learn more at: http://diogo.codingcorner.net/amplify]]></description>
			<content:encoded><![CDATA[<p>The public beta of Amplify, the virtual texturing plugin for Unity Pro, is now open.</p>
<p>Learn more at:<br />
<a href="http://diogo.codingcorner.net/amplify"><strong>http://diogo.codingcorner.net/amplify</strong></a><br /></p>
]]></content:encoded>
			<wfw:commentRss>http://diogo.codingcorner.net/blog/beta-is-up/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Amplify</title>
		<link>http://diogo.codingcorner.net/amplify/about/</link>
		<comments>http://diogo.codingcorner.net/amplify/about/#comments</comments>
		<pubDate>Sun, 09 Jan 2011 16:30:23 +0000</pubDate>
		<dc:creator>diogo</dc:creator>
				<category><![CDATA[Amplify]]></category>

		<guid isPermaLink="false">http://diogo.codingcorner.net/?p=1078</guid>
		<description><![CDATA[Amplify is a Virtual Texturing extension for Unity Pro that allows scene/level designers to use a large amount of textures without worrying about streaming or GPU memory limits.Learn More about AmplifyLearn more about Virtual Texturing Download Latest Version After downloading and installing the package please take some time to read the Online Manual. Please file error [...]]]></description>
			<content:encoded><![CDATA[<p>Amplify is a Virtual Texturing extension for Unity Pro that allows scene/level designers to use a large amount of textures without worrying about streaming or GPU memory limits.<br /><strong style="text-align: left;"><a href="http://insidious.pt/#amplify" target="_blank">Learn More about Amplify<br /></a></strong><strong style="text-align: left;"><a href="http://en.wikipedia.org/wiki/MegaTexture">Learn more about Virtual Texturing</a></strong></p>
<p><center><img style="border-style: initial; border-color: initial;" src="http://i.imgur.com/hKciJl.jpg" alt="" width="307" height="173" /></center>
<p style="text-align: center;"><strong><a href="http://insidious.pt/#amplify-latest" target="_blank">Download Latest Version</a></strong></p>
<p>After downloading and installing the package please take some time to read the <strong><a href="http://insidious.pt/manual/amplify/manual.html" target="_blank">Online Manual</a></strong>. Please file error reports, questions or suggestions using the <strong><a href="http://insidious.pt/#feedback" target="_blank">Feedback Form</a></strong>.</p>
<p><center></center>
<p>This project is built by <a href="http://www.insidious.pt/"><strong>Insidious Technologies Lda</strong></a>, in partnership with <a href="http://www.zpx.pt/"><strong>Zona Paradoxal Lda.<br /> </strong></a></p>
]]></content:encoded>
			<wfw:commentRss>http://diogo.codingcorner.net/amplify/about/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Orange Game, Zona Paradoxal (2009)</title>
		<link>http://diogo.codingcorner.net/games/931/</link>
		<comments>http://diogo.codingcorner.net/games/931/#comments</comments>
		<pubDate>Tue, 07 Dec 2010 18:20:57 +0000</pubDate>
		<dc:creator>diogo</dc:creator>
				<category><![CDATA[Games]]></category>

		<guid isPermaLink="false">http://diogo.codingcorner.net/?p=931</guid>
		<description><![CDATA[Orange Game is a thrilling game that tests the player skills. In a remote town called Farmocolis, Uncle Bob asks for his nephew&#8217;s help to catch some oranges. Little Zoy thought it was a boring task so, to make things interesting, he decided to retrieve the oranges in a rather unusual way. Instead of using [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://orangegame.zpx.pt" target="_blank"><strong>Orange Game</strong></a> is a thrilling game that tests the player skills.</p>
<p style="text-align: center;"><a href="http://orangegame.zpx.pt" target="_blank"><img class="aligncenter size-full wp-image-932" title="orangegame" src="http://diogo.codingcorner.net/wp-content/uploads/2010/12/orangegame.png" alt="" width="270" height="147" /></a></p>
<p>In a remote town called Farmocolis, Uncle Bob asks for his nephew&#8217;s help to catch some oranges. Little Zoy thought it was a boring task so, to make things interesting, he decided to retrieve the oranges in a rather unusual way. Instead of using a basket to carry oranges like a normal person, he uses a helmet with a spring attached. The oranges bounce on his head and he doesn&#8217;t know where they&#8217;ll fall. They either fall in an empty zone which Zoy has to prevent it from happening or they will fall in their final destination, the truck with an insanely deep cargo area.</p>
<p>As time passes by Uncle Bob will give more and more oranges to Zoy and this is where the fun begins!</p>
]]></content:encoded>
			<wfw:commentRss>http://diogo.codingcorner.net/games/931/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Virtual Texturing in Unity</title>
		<link>http://diogo.codingcorner.net/blog/virtual-texturing-in-unity/</link>
		<comments>http://diogo.codingcorner.net/blog/virtual-texturing-in-unity/#comments</comments>
		<pubDate>Mon, 06 Dec 2010 23:12:22 +0000</pubDate>
		<dc:creator>diogo</dc:creator>
				<category><![CDATA[Blog]]></category>

		<guid isPermaLink="false">http://diogo.codingcorner.net/?p=902</guid>
		<description><![CDATA[After a year or so of on/off development, this project finally reached a reasonably mature alpha state. What I&#8217;ve been working on is a Sparse Virtual Texturing extension for Unity. Workflow Overview (Full HD) Scale Demo (Full HD) Current features: - Virtual textures up to 512K x 512K. - Seamless integration with Unity Editor. - Real-time [...]]]></description>
			<content:encoded><![CDATA[<p>After a year or so of on/off development, this project finally reached a reasonably mature alpha state. What I&#8217;ve been working on is a <a href="http://www.silverspaceship.com/src/svt/"><b>Sparse Virtual Texturing</b></a> extension for Unity.</p>
<p style="text-align: center;">
<iframe src="http://player.vimeo.com/video/17533900?title=0&amp;byline=0&amp;portrait=0" width="400" height="225" frameborder="0" ></iframe><br />
Workflow Overview (<a href="http://www.vimeo.com/17533900"><b>Full HD</b></a>)<br />
<br />
<iframe src="http://player.vimeo.com/video/17648365?title=0&amp;byline=0&amp;portrait=0" width="400" height="225" frameborder="0"  ></iframe><br />
Scale Demo (<a href="http://www.vimeo.com/17648365"><b>Full HD</b></a>)
</p>
<p>Current features:<br />
- Virtual textures up to 512K x 512K.<br />
- Seamless integration with Unity Editor.<br />
- Real-time WYSIWYG editing.<br />
- Per-material diffuse+coverage, normal and glossiness textures.<br />
- Per-material textures larger than 4K x 4K.<br />
- Texture repeat / tiling.<br />
- Trilinear filtering.</p>
<p style="text-align: center;">
<a href="http://forum.unity3d.com/threads/69830-Virtual-Texturing-Plugin-for-Unity-3.x-Pro-WIP"><b>Q&amp;A at Unity Community Forums</b></a>
</p>
<p>Public beta sign up will start towards the end of this month, Dec. 2010. The first beta build is planned for Q1 2011.</p>
<p>This project is built in partnership with <a href="http://www.zpx.pt" target="_blank"><b>Zona Paradoxal, Lda</b></a>.</p>
]]></content:encoded>
			<wfw:commentRss>http://diogo.codingcorner.net/blog/virtual-texturing-in-unity/feed/</wfw:commentRss>
		<slash:comments>6</slash:comments>
		</item>
		<item>
		<title>Fluid Simulation</title>
		<link>http://diogo.codingcorner.net/blog/fluid-simulation/</link>
		<comments>http://diogo.codingcorner.net/blog/fluid-simulation/#comments</comments>
		<pubDate>Wed, 30 Dec 2009 10:53:51 +0000</pubDate>
		<dc:creator>diogo</dc:creator>
				<category><![CDATA[Blog]]></category>

		<guid isPermaLink="false">http://diogo.codingcorner.net/?p=875</guid>
		<description><![CDATA[Just came across a very cool looking fluid simulation using DX11/DirectCompute, by Jan Vlietinck. It solves solves the Navier- Stokes differential equations to simulate an incompressible fluid, using either a Semi-Lagrangian scheme or the second order MacCormack technique. On the rendering side, ray marching on the 200x200x200 volume shows the amplitude of the maximum speed vectors: [...]]]></description>
			<content:encoded><![CDATA[<p>Just came across a very cool looking fluid simulation using DX11/DirectCompute, by <a href="http://users.skynet.be/fquake/"><b>Jan Vlietinck</b></a>. It solves solves the Navier- Stokes differential equations to simulate an incompressible fluid, using either a Semi-Lagrangian scheme or the second order MacCormack technique.</p>
<p>On the rendering side, ray marching on the 200x200x200 volume shows the amplitude of the maximum speed vectors:</p>
<p align="center"><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="425" height="350" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="src" value="http://www.youtube.com/v/z_7DgpJK-eI" /><embed type="application/x-shockwave-flash" width="425" height="350" src="http://www.youtube.com/v/z_7DgpJK-eI"></embed></object></p>
<p>A demo, including source code, can be found at the author&#8217;s website:<br />
<a href="http://users.skynet.be/fquake/"><b>http://users.skynet.be/fquake/</b></a></p>
]]></content:encoded>
			<wfw:commentRss>http://diogo.codingcorner.net/blog/fluid-simulation/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>CryEngine 3 &#8211; Global Illumination</title>
		<link>http://diogo.codingcorner.net/blog/cryengine-3-global-illumination/</link>
		<comments>http://diogo.codingcorner.net/blog/cryengine-3-global-illumination/#comments</comments>
		<pubDate>Wed, 12 Aug 2009 16:43:13 +0000</pubDate>
		<dc:creator>diogo</dc:creator>
				<category><![CDATA[Blog]]></category>

		<guid isPermaLink="false">http://diogo.codingcorner.net/?p=843</guid>
		<description><![CDATA[Crytek finally revealed details about their diffuse global illumination technique. Papers and videos can be found here. It seems to be loosely based on irradiance volumes, instant radiosity and photon mapping. Part of this clever approach was presented by Alex Evans back at Siggraph 2006, where he discussed fast lighting approximations using irradiance slices. Anton Kaplanyan, who [...]]]></description>
			<content:encoded><![CDATA[<p>Crytek finally revealed details about their diffuse global illumination technique. Papers and videos can be found <a href="http://www.crytek.com/technology/presentations"><strong>here</strong></a>.</p>
<p>It seems to be loosely based on <strong><a href="http://ati.amd.com/developer/gdc/Tatarchuk_Irradiance_Volumes.pdf">irradiance volumes</a>,</strong> <strong><a href="http://www.liensberger.it/Web/Blog/wp-content/uploads/Instant_Radiosity_kl08.pdf">instant radiosity</a><span style="font-weight: normal;"> and <a href="http://graphics.ucsd.edu/~henrik/papers/book/"><strong>photon mapping</strong></a></span></strong>. Part of this clever approach was presented by Alex Evans back at Siggraph 2006, where he discussed <a href="http://ati.amd.com/developer/siggraph06/Evans-Fast_Approximations_for_Lighting_of_Dynamic_Scenes-print.pdf"><strong>fast lighting approximations</strong></a> using irradiance slices. Anton Kaplanyan, who developed this technique at Crytek, went even further by improving quality and tackling scalability issues.</p>
<p align="center"><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="425" height="344" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/B-_pnqXLIg4&amp;hl=en&amp;fs=1&amp;" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="425" height="344" src="http://www.youtube.com/v/B-_pnqXLIg4&amp;hl=en&amp;fs=1&amp;" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p style="text-align: left;">Instant radiosity works by using virtual point lights to approximate global illumination. To get decent quality out of IR, hundreds (if not thousands) of virtual point lights need to be generated. Kaplanyan opted for <a href="http://www-sop.inria.fr/reves/Carsten.Dachsbacher/download/rsm.pdf"><strong>reflective shadow maps</strong></a>, a GPU friendly way of generating VPLs. Due to high fillrate demands, however, even deferred lighting wasn&#8217;t fast enough for the huge number of VPLs required. This is where light propagation volumes (or radiance volumes) came in very handy.</p>
<p style="text-align: left;">VPL SH-based radiance info is injected into the radiance volumes using point based rendering. Light is then propagated in the volume using the computed outgoing radiance flux. During the lighting pass the volume textures can be sampled directly, anywhere in the scene, in order to generate the lighting contribution, at each point, from the SH coefficients. Check the <a href="http://www.crytek.com/fileadmin/user_upload/inside/presentations/2009/Light_Propagation_Volumes.pdf"><strong>paper</strong></a> for a detailed explanation of the process.</p>
<p style="text-align: left;">Normal mapped surfaces, and even glossy reflections, are supported. Cascaded volumes are used when dealing with larger scenes. To improve the quality for local, more high frequency details, this approach is combined with <a href="http://www.mpi-inf.mpg.de/~ritschel/Papers/SSDO.pdf"><strong>screen space global illumination</strong></a>.</p>
<p style="text-align: left;">The performance, even on consoles, is very good and fairly stable due to the nature of the technique. Quality should scale very well with memory/hardware.</p>
<p style="text-align: left;">All in all, a very fast, current-gen, console-friendly approach to diffuse GI for dynamic scenes.</p>
]]></content:encoded>
			<wfw:commentRss>http://diogo.codingcorner.net/blog/cryengine-3-global-illumination/feed/</wfw:commentRss>
		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>Last day at Splash Damage</title>
		<link>http://diogo.codingcorner.net/blog/last-day-at-splash-damage/</link>
		<comments>http://diogo.codingcorner.net/blog/last-day-at-splash-damage/#comments</comments>
		<pubDate>Thu, 30 Jul 2009 17:32:57 +0000</pubDate>
		<dc:creator>diogo</dc:creator>
				<category><![CDATA[Blog]]></category>

		<guid isPermaLink="false">http://diogo.codingcorner.net/?p=826</guid>
		<description><![CDATA[Yesterday was my last day at Splash Damage. It&#8217;s been a great ride but it&#8217;s time for me to move on. I miss my girlfriend, my family, the warmth of the motherland and an infinite urge to dedicate my peak productive years to personal endeavours. I&#8217;ve learned a lot over the past year and I [...]]]></description>
			<content:encoded><![CDATA[<p>Yesterday was my last day at Splash Damage. It&#8217;s been a great ride but it&#8217;s time for me to move on. I miss my girlfriend, my family, the warmth of the motherland and an infinite urge to dedicate my peak productive years to personal endeavours. I&#8217;ve learned a lot over the past year and I would like to personally thank everyone at SD: I&#8217;m sure <a href="http://diogo.codingcorner.net/?p=797"><strong>Brink</strong></a> will become a kick ass game, thanks to all your effort.</p>
<p>That said, I am currently &#8220;on holiday&#8221;, arranging my move back to Portugal. My personal work is on hold; I&#8217;ll get back to it as soon as I have some stability.</p>
<p>Feel free to <a href="http://diogo.codingcorner.net/?page_id=351"><strong>contact me</strong></a> if you&#8217;re interested in discussing business opportunities.</p>
]]></content:encoded>
			<wfw:commentRss>http://diogo.codingcorner.net/blog/last-day-at-splash-damage/feed/</wfw:commentRss>
		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>Raytracing</title>
		<link>http://diogo.codingcorner.net/blog/raytracing/</link>
		<comments>http://diogo.codingcorner.net/blog/raytracing/#comments</comments>
		<pubDate>Sat, 04 Jul 2009 20:39:55 +0000</pubDate>
		<dc:creator>diogo</dc:creator>
				<category><![CDATA[Blog]]></category>

		<guid isPermaLink="false">http://diogo.codingcorner.net/?p=818</guid>
		<description><![CDATA[In the last couple of weeks I began researching into high quality global illumination rendering. I finally started reading &#8220;Physically Based Rendering&#8221; by Pharr et al., which was kindly donated by Luis Alvarado. A few months ago I devoured &#8220;Realistic Image Synthesis Using Photon Mapping&#8221; by Jensen; it&#8217;s an excellent book. I&#8217;ve been wanting to [...]]]></description>
			<content:encoded><![CDATA[<p>In the last couple of weeks I began researching into high quality global illumination rendering. I finally started reading &#8220;<a href="http://www.pbrt.org/"><strong>Physically Based Rendering</strong></a>&#8221; by Pharr et al., which was kindly donated by Luis Alvarado. A few months ago I devoured &#8220;<strong><a href="http://graphics.ucsd.edu/~henrik/papers/book/">Realistic Image Synthesis Using Photon Mapping</a></strong>&#8221; by Jensen; it&#8217;s an excellent book. I&#8217;ve been wanting to do this for a while now because GI is growing more relevant to real-time rendering at an accelerated rate.</p>
<p>The first step was to build a framework to read and process scene information. I decided to go for FBX; turns out the sdk is a bit dodgy but functional. The next step was to build an acceleration structure and a raytracing core and this is what I&#8217;m working on right now. Here&#8217;s the first image with basic diffuse lighting and shadows from a point light:</p>
<p style="text-align: center;"><a href="http://diogo.codingcorner.net/wp-content/uploads/2009/07/cornellbox_basic.png"><img class="aligncenter size-medium wp-image-819" title="cornellbox_basic" src="http://diogo.codingcorner.net/wp-content/uploads/2009/07/cornellbox_basic-300x300.png" alt="cornellbox_basic" width="300" height="300" /></a></p>
<p style="text-align: left;">It took around 3.8 seconds at 140K rays/second (including shading). I have my Centrino Duo mobile CPU down clocked to 1GHz because of overheating; this will force me to optimize the raytracing core before I can start investing time on something like path tracing. The next step is to replace the Octree with a KdTree or BVH with both mono and packed ray traversal. My goal is to achieve a minimum of 2 million rays/second per-core on the same scene.</p>
<div id="_mcePaste" style="overflow: hidden; position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px;"><span id="main" style="visibility: visible;"><span id="search" style="visibility: visible;"></p>
<h3 class="r"><a class="l" onmousedown="return rwt(this,'','','res','1','AFQjCNEFw2nesq_vBajC85tU9ikZ_3_kDw','&amp;sig2=_lZmFO8rcBnEKtNLNyqZCw')" href="http://graphics.ucsd.edu/%7Ehenrik/papers/book/"><em>Realistic Image Synthesis Using Photon Mapping</em></a></h3>
<p><span style="display: inline-block;"><button class="w10"></button><button class="w20"></button></span></p>
<p></span></span></div>
]]></content:encoded>
			<wfw:commentRss>http://diogo.codingcorner.net/blog/raytracing/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
	</channel>
</rss>

