__._ _.____ _.____ _.____ _.__ ____._ ____._ _/ |/________\|_ \__\|_ \__\|_ \__\|__)__/ _ |/___/ __|/____ _) _/ / / / / / / / (_ __| (_____ (_ \ \ / / / / \ / / / / /_____\_____\________\________\___\______\______\_________\___________\ - -diP--------------------------------------------------------------uP!- - Off The Shelf 2nd at Break Point 2008 4kb generated graphics compo Credits ======= Code: Psycho Some design: Laika Crinkler used for compression. Compatibility ============= OpenGL, loong shader, meaning dx10 level hardware, that is: Radeon HD 2x00+ or Geforce 8x00+ Versions ======== off_the_shelf_30 - 30 rays per pixel for slow gfx card off_the_shelf - normal version, 200 rays off_the_shelf_compo - party version, nvidia only, following the compo rules, 400 rays Rendertime for the normal version is 25s on HD3870 and 135s on mobile 8600GT. Shader compile time is pretty long (~10s) on the ati cards (seems like it's unrolling everything but the ray loop). Info ==== I wanted to do something more (CSG, refraction, fake caustics..), but neither the hardware nor the drivers did quite as expected, so I fell back to this instead. Raytracing using a path tracing like approach featuring depth of field, soft shadows and soft reflections at planes and cutted stretched spheres. Final version adds ATI compatibility, improved noise reduction filter, basic error checking (lots of space left..) and some minor adjustments. Technically it is quite different and not quite like as I would like it, to work around problems in the drivers of both vendors. It's made on my 1k setup, so it's kinda dirty. Just hold escape, not the mouse to exit during or after rendering. Additional info =============== http://www.loonies.dk