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Ray tracing support for Ogre 2.2+ - Ogre Forums

    https://forums.ogre3d.org/viewtopic.php?t=96138
    Re: Ray tracing support for Ogre 2.2+. Post. by dark_sylinc » Wed Jan 27, 2021 3:58 pm. Your approach requires 2 rays per pixel: 1 from camera to pixel + 1 from pixel to light source. That is wasteul: You already know the pixel's location from the rasterization pass (see inPs.pos which is in view space). You can:

Raytracing | OGRE - Open Source 3D Graphics Engine

    https://www.ogre3d.org/tag/raytracing
    Over the last couple months we have been working on Voxel Cone Tracing (VCT), a Global Illumination solution. Voxel Cone Tracing could be seen as an approximated version of ray marching. The scene is voxelized and three voxels are generated, containing albedo, normals and emissive properties. In other words, we build a Minecraft-looking ...

How does ogre raytracing for gpu_laser work? - Gazebo: …

    https://answers.gazebosim.org/question/20200/how-does-ogre-raytracing-for-gpu_laser-work/
    I studied the interface a bit more and came to the conclusion that Ogre don't use ray tracing, but a different technique. (For me) It looks like that they create a special kind of texture for the rendering of depth data. The actual data a stored as RGB in a float array (R is range, G is ???, B is Intensity).

OGRE: Ogre::Ray Class Reference

    https://www.ogre3d.org/docs/api/1.9/class_ogre_1_1_ray.html
    A pair structure where the first element indicates whether an intersection occurs, and if true, the second element will indicate the distance along the ray at which it intersects. This can be converted to a point in space by calling getPoint (). Definition at line 112 of file OgreRay.h. References Ogre::Math::intersects ().

Voxel Cone Tracing | OGRE - Open Source 3D Graphics …

    https://www.ogre3d.org/2019/08/05/voxel-cone-tracing
    Voxel Cone Tracing is similar to Ray Marching in the sense that we trace a few rays, and march across them until we hit obstacles. But instead of sending hundreds of rays, we only trace 4 to 6 ‘rays’ (called cones) and use 3D mipmapping to detect obstacles further away. Tracing a ‘cone’, as we move away from origin, we increase the cone ...

Raycasting to the polygon level | Ogre Wiki

    https://wiki.ogre3d.org/Raycasting+to+the+polygon+level
    An Ogre ray query generally only detect bounding boxes ( -AABB s), like you see on this image. With this code you can avoid this disadvantage. Important note This code only returns correct results for polygons defined by rendertype OT_TRIANGLE_LIST.

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