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About Deviant If yought knew, if old couldCanada Group :icongfxcoders: gfxcoders
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Deviant for 6 Years
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Statistics 41 Deviations 36 Comments 2,709 Pageviews
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Newest Deviations

Wine 7 :iconpatlefort:patlefort 2 0 Cars 5 :iconpatlefort:patlefort 1 4 Cars 3 :iconpatlefort:patlefort 0 4 Wine 4 :iconpatlefort:patlefort 2 0 Glass 2 :iconpatlefort:patlefort 0 5 Lucy 1 :iconpatlefort:patlefort 0 2 Sponza Crytek 4 :iconpatlefort:patlefort 0 0 Cars 1 :iconpatlefort:patlefort 0 0 Sponza Crytek 3 :iconpatlefort:patlefort 0 0 Renault Clio III 1 :iconpatlefort:patlefort 2 0 Rungholt1 :iconpatlefort:patlefort 0 0 Spheres78 :iconpatlefort:patlefort 0 0 Spheres77 :iconpatlefort:patlefort 0 0 Spheres76 :iconpatlefort:patlefort 0 0 Spheres72 :iconpatlefort:patlefort 0 0 Cornellbox21 :iconpatlefort:patlefort 2 2

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Activity


Wine 7
Rendered with bidirectional path-tracing. I've implemented the Drago tone mapping operator.
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Cars 5
Rendered with bidirectional path-tracing. I have improved the clearcoat by accounting for the light refracting and bouncing into it. I have also improved the handling of specular paths in my bidirectional path-tracer along with many other fixes.


Updated with a higher resolution version.
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Cars 3
Rendered with bidirectional path-tracing. I fixed a lot of problems to get rid of fireflies.
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Wine 4
Rendered with path-tracing. A simple scene to test substance entry and exiting. I also fixed about a million problems to finally get a clean render.
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Glass 2
Rendered with bidirectional path-tracing. Substance entry and exit is managed with a priority queue so that rays correctly enter the glass, then the water or vice versa.
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I'm doing a major rewrite of my engine so it will take a while to get it back on its feet. There was and there still is some relic of my past rasterizer that I need to clean. I want to make the ray-tracing and "shading" completely asynchronous so that I can possibly trace rays on the GPU and shade on the CPU in the future. I want it to be very dynamic, it should be able to add/remove threads and render devices on the fly without interrupting a render. It will be able to build multiple acceleration structures simultaneously as well. Maybe it will be able to build a single structure with multiple threads in the future. I have some code ready for testing, but I really need to build a new interface.

It should also be able to serialize and unserialize all scene data to be saved in a file or to be sent to a render server for network rendering. It should also be able to react to changes made in a scene to notify all render devices. I want to keep this part separate from the core as well so that an application can program its own serialization system.

It is already somewhat interactive. I can move around and change parameters on the fly and it will render progressively and I want to keep it that way as much as possible.

I am building a new interface to pursue my development and hopefully I can compile everything on linux. It's not that much code to write, but it's a lot of structuring and debugging.

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patlefort's Profile Picture
patlefort
If yought knew, if old could
Canada
I am a programmer currently working on a ray-tracing engine as a hobby. My goal is to reach photorealistic results using physically based algorithms at reasonable speed.

My engine is written in C++ and SSE intrinsics. Linux is my main platform for development but Windows is still supported. I am not using GPU yet.
Interests

Comments


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:iconmrastro316:
mrastro316 Featured By Owner Aug 11, 2010  Hobbyist Interface Designer
thank you so much for the fav I really like your gallery =)
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:icondpow3r:
dpow3r Featured By Owner Jun 17, 2010
Thanks for Llama badge :)
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:iconmakinmagic:
MakinMagic Featured By Owner Jun 16, 2010  Hobbyist Digital Artist
Baaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa !
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:iconsilencefreedom:
silencefreedom Featured By Owner Jun 11, 2010
yay, another coder! Welcome to DA!
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:iconphresnel:
phresnel Featured By Owner Jun 11, 2010
Welcome on dA :)
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