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WebGL pathtracing
Posted: Mon Feb 13, 2012 5:23 pm
by Maximus3D
This is pretty impressive to be realtime and in your browser using WebGL.
http://madebyevan.com/webgl-path-tracing/
/ Magnus
Re: WebGL pathtracing
Posted: Mon Feb 13, 2012 5:34 pm
by sandykoufax
wow, nice find! Interesting!!

Re: WebGL pathtracing
Posted: Mon Feb 13, 2012 5:52 pm
by RobMitchell
Yeah, great find. Thanks for sharing.

His realtime water app is cool too.
http://madebyevan.com/webgl-water/
Re: WebGL pathtracing
Posted: Mon Feb 13, 2012 6:24 pm
by Maximus3D
Very interesting, and that waterscene looks great too! that guy must have all the brains..
/ Magnus
Re: WebGL pathtracing
Posted: Mon Feb 13, 2012 6:25 pm
by Bubbaloo
Those are awesome!
Re: WebGL pathtracing
Posted: Mon Feb 13, 2012 7:40 pm
by Hervé
Re: WebGL pathtracing
Posted: Mon Feb 13, 2012 7:56 pm
by numerobis
WOW! awesome! realtime caustics
...still not through the water but fast!

Re: WebGL pathtracing
Posted: Mon Feb 13, 2012 10:49 pm
by Aniki
numerobis wrote:WOW! awesome! realtime caustics
...still not through the water but fast!

They are visible and distorted through the water surface !
Re: WebGL pathtracing
Posted: Tue Feb 14, 2012 12:16 am
by numerobis
ah, yes... cool!
so... when will WE see them?!?
("the others" already have them i think...
http://www.randomcontrol.com/downloads/ ... ustics.jpg 
)
Re: WebGL pathtracing
Posted: Tue Feb 14, 2012 12:35 am
by Maximus3D
Add TheaRender to that list, it was the first renderer to support those poolcaustics.
http://thearender.com/cms/index.php/gal ... stics.html
/ Magnus
Re: WebGL pathtracing
Posted: Tue Feb 14, 2012 1:33 am
by Aniki
As I understood it, RC used a fake approach for the caustics (
http://www.randomcontrol.com/downloads/ ... ustics.pdf), not sure about Thea though.
Am also eagerly waiting for this

Re: WebGL pathtracing
Posted: Tue Feb 14, 2012 3:52 am
by Bubbaloo
Maximus3D wrote:Add TheaRender to that list, it was the first renderer to support those poolcaustics.

Haha, no, I'm pretty sure there were many render engines that did "pool caustics" before Thea. Mental ray, v-ray, renderman, pov-ray, etc. etc...
Thea and RC use similar techniques to achieve those caustics.

Re: WebGL pathtracing
Posted: Tue Feb 14, 2012 10:12 am
by numerobis
Bubbaloo wrote:
Thea and RC use similar techniques to achieve those caustics.

it would be no problem for me if maxwell would do it the same way...

Re: WebGL pathtracing
Posted: Tue Feb 14, 2012 11:38 am
by Aniki
Thanks for clarifying, Bubbaloo.
Cant agree on this, numerobis, I need the real deal. Working with RealFlow meshes all the time, I cannot apply these fake techniques..
Re: WebGL pathtracing
Posted: Tue Feb 14, 2012 12:21 pm
by Maximus3D
I know that Thea was not the first in the universe to have this, don't be silly Bubba. In the mix of so called 'unbiased' engines it was amongst the first to introduce this feature.
Most likely it's cheating like the rest but it can still get the job done.
/ Magnus