A community driven ray tracer
Posted: Sat Feb 06, 2016 7:48 am
Edit:
There doesn't seem to be much interest in this topic and I want to start diving further into the ray tracer.
So for the time being I'll work on the project solo, and then maybe down the line I'll share it on the forums.
If anyone does come along and is interested in helping then you'll probably have better luck reaching me by PM.
Original Post:
Hello everyone,
I have recently started to write a ray tracer. For those of you who don't know what a ray tracer is here's a wiki page that explains what one is and how it works. The reason I want to create a ray tracer is it will be a fun side project and a good learning experience. Who knows it may even come in handy down the line for someone or even myself for that matter.
What I'd like to find out is if anyone would be interested in helping to develop it. If people are interested in helping then I have no problem making the project open source and creating a topic for it here on the forums. Things like source code location and a name for it could be decided a little later on.
A little information on how I'm planning out the ray caster is in order.
I think it would be best to use PB's Ogre implementation as a base for cameras, objects, and so on.
I also think it would be a good idea to allow straight opengl and directx too, but I think the built in 3D commands might be better as the building block. I'm open to different opinions, though.
I also don't plan on adding any modeling to this software (example blender). In other words you could only render realistic images based on the objects imported into it.
I know this seems limited compared to software like blender, but this isn't meant to be a rival software.
If someone wanted to go that route they can, but I don't think I would have the stamina for that.
Currently, the ray tracer is still pretty simple. It has the basic ray triangle system already in place, but none of the fancy rays, yet (shadows, reflections, etc). It's not optimized either, but it's a base to work off of.
So, I'd like to hear what all of you have to say about it. Think it's a good or bad idea? Are you interested in helping?
Any advice on open source project handling? Anything that anyone wants to say and I'll be all ears.
There doesn't seem to be much interest in this topic and I want to start diving further into the ray tracer.
So for the time being I'll work on the project solo, and then maybe down the line I'll share it on the forums.
If anyone does come along and is interested in helping then you'll probably have better luck reaching me by PM.
Original Post:
Hello everyone,
I have recently started to write a ray tracer. For those of you who don't know what a ray tracer is here's a wiki page that explains what one is and how it works. The reason I want to create a ray tracer is it will be a fun side project and a good learning experience. Who knows it may even come in handy down the line for someone or even myself for that matter.
What I'd like to find out is if anyone would be interested in helping to develop it. If people are interested in helping then I have no problem making the project open source and creating a topic for it here on the forums. Things like source code location and a name for it could be decided a little later on.
A little information on how I'm planning out the ray caster is in order.
I think it would be best to use PB's Ogre implementation as a base for cameras, objects, and so on.
I also think it would be a good idea to allow straight opengl and directx too, but I think the built in 3D commands might be better as the building block. I'm open to different opinions, though.
I also don't plan on adding any modeling to this software (example blender). In other words you could only render realistic images based on the objects imported into it.
I know this seems limited compared to software like blender, but this isn't meant to be a rival software.
If someone wanted to go that route they can, but I don't think I would have the stamina for that.
Currently, the ray tracer is still pretty simple. It has the basic ray triangle system already in place, but none of the fancy rays, yet (shadows, reflections, etc). It's not optimized either, but it's a base to work off of.
So, I'd like to hear what all of you have to say about it. Think it's a good or bad idea? Are you interested in helping?
Any advice on open source project handling? Anything that anyone wants to say and I'll be all ears.