Description#2 at NVScene 2014 4k procedural gfx compo.
Features fuzzy specular reflections, diffusion, indirect lighting, refraction (glass) and motion blur using montecarlo.
This is not raymarching. The intersection of the ray with the objects is caluclated by solving the intersection equations, and then
chosing the closest intersection. A hierarchy tree is based on bounding spheres with branching. 3D CSG boolean is used to create shapes from quadratic functions and planes. Diffusive surfaces reflectthe ray in a random diretion or in random occasions in the specular direction.
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