Cycles Raytracer v1.0

Cycles Raytracer v1.0

by griffpatch

πŸ‘ 253,006 ❀️ 7,428 ⭐ 6,281 πŸ”„ 133
Created: Jul 20, 2020 Last modified: Jan 30, 2024 Shared: Jul 29, 2020

Description

Tutorials - www.youtube.com/griffpatch The image you see here was created 100% in scratch by this project. It simulates the physics of light with a 3d model made of spheres and draws the results with pen. I run it in turbowarp (https://turbowarp.org/#412737809) as it performs x20 faster than scratch, and I could then set the project to resolution 1 with 800 cycles for a noiseless image. This is a labour of love :) - I've never tried to create a raytracer before, but having seen a number of really good projects on scratch and having found a great tutorial I decided to give it a go. The engine in a cycles raytracer, which means it is tracing light as it bounces around the scene, the more cycles you allow it to use, the better the quality of the resultant image. The biggest difference from a standard raytracer is that we have global illumination with very soft shadows and if you look at the floor around the spheres you can see the color of the spheres is illuminating the floor in their own color (this is the light radiosity at play). The engine also supports reflection, refraction, depth of field and anti-aliasing. The example scene you see at the start was rendered at resolution 1 with 800 cycles. This means that every pixel of the image has had 800 simulated light rays cast from it into the scene. That would be 92 million rays! If you were to let that run in scratch... it would take a LONG time, but thanks to turbowarp it only took 35 mins. Here is a link to the tutorial I followed: https://www.realtimerendering.com/raytracing/Ray%20Tracing%20in%20a%20Weekend.pdf RESOLUTION - The size of the pixels (1 is best) SAMPLES - The number of rays of light per pixel. DOF - Depth of Field (0 is crisp) CPS - Cycles per second Remaining - The estimated amount of time remaining

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