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flipcode - Raytracing Topics & Techniques

    http://flipcode.com/archives/Raytracing_Topics_Techniques-Part_1_Introduction.shtml
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flipcode - Raytracing Topics & Techniques

    https://www.flipcode.com/archives/Raytracing_Topics_Techniques-Part_7_Kd-Trees_and_More_Speed.shtml
    The effect on the performance of the ray tracer is dramatic. Without the improved box/primitive intersection code, each ray was checked against 22 primitives on average. With the new code, this figure went down to 6.7.

flipcode - Raytracing Topics & Techniques

    https://flipcode.com/archives/Raytracing_Topics_Techniques-Part_6_Textures_Cameras_and_Speed.shtml
    1.Pick a random vector V. 2.Now the first perpendicular vector to the reflected vector R is RN1 = R cross V. 3.The second perpendicular vector is RN2 = RN1 cross R. There are some obvious cases where this will not work, but these are easy to work around (e.g., if V = (0,0,1) and R = (0,0,1) then you should pick (1,0,0) for V instead).

flipcode - Raytracing Topics & Techniques

    https://flipcode.com/archives/Raytracing_Topics_Techniques-Part_4_Spatial_Subdivisions.shtml
    In this code, stepX and stepY are used: stepX is set to '-1' if the sign of the x direction of the ray is negative, or 1 otherwise; stepY is calculated in the same way. The 3D version is a bit longer, but works in the same way. Have a look at the 'FindNearest' method in raytracer.cpp for the actual implementation. Processing Grid Cells

flipcode - Raytracing Topics & Techniques

    https://flipcode.com/archives/Raytracing_Topics_Techniques-Part_2_Phong_Mirrors_and_Shadows.shtml
    flipcode - Raytracing Topics & Techniques Introduction In the first article I described the basics of raytracing: Shooting rays from a camera through a screen plane into the scene, finding the closest intersection point, and simple diffuse shading using a dot product between the local normal of the primitive and a vector to the light source.

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