20070712 - Fragment Raytracer


Not all ideas make it into something useful, this one is from my archives of things that never made it very far. I knew it wouldn't run fast enough, but wanted to see exactly what it would look like.

Combine 3D semi-transparent textures and ray tracing, all done in a fragment shader. Takes 3 textures, color+ray intersection acceleration distance, and material properties. Here is the result of rendering a 64x64x64 sized 3D texture that contained a bunch of spheres. Might be something to come back to when GPUs are 10x faster.

The "low polygon count" look is actually from the bilinear interpolation of the 64x64x64 textures, and the glow is caused by the normals being blended...