Wednesday, April 25, 2012

Realtime glsl raytracer - 6

Realtime glsl raytracer - 6

In this new version, i spent a lot of time on the user interaction and delegating some tasks to the CPU. News in this version : - CPU scene management, i had to learn how to use these useful uniforms blocks. The architecture of a scene is more "flexible" but i still have to improve the way i store different primitive types to have it a more "scalable". - User controlled camera ( keyboard + mouse ), still have to improve it's code is a mess and it's really unpleasant to use it. - Add/Remove dynamically objects in the scene, i finished implementing it this morning so it's not perfect but as you see in the video it works quite well! I downloaded dDEBugger, a fantastic openGL debugger / profiler. I recommend it to anyone using openGL, it's a really great tool ( www.gremedy.com ). Thanks to all these improvements, the fps went up on the basic scene ( 7 primitives ) to 300, on a 50 primitives scene ( highest number of primitives in a scene ), i have about 60-70 fps! So now, the to! do list is : - Restart for scratch the code of the camera - Implement refraction ( ! ) - Find a more "scalable" way to store / manage primitives





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