And 2 youtube videos:
http://www.youtube.com/watch?v=Ze1U8X4Awuc
http://www.youtube.com/watch?v=rCqXd6bAw0k
Download scene (needs tokaspt to run)
The benefits of real-time path tracing in this scene are obvious and impossible or very difficult to achieve with rasterization based techniques:
- refraction in the glass sphere in front
- reflection on curved surfaces
- diffuse interreflection, showing color bleeding on the background spheres and on the Pong ball
- soft shadows behind the background spheres and under the Pong ball when touching the ground
- true ambient occlusion (no fakes as used by SSAO, or the much better quality AOV) when the balls approach ceiling or floor
- indirect lighting (ceiling, parts of the back wall in shadow)
- anti-aliasing (multiple stochastic samples per pixel)
Now I want to focus on getting the game code ready.
- refraction in the glass sphere in front
- reflection on curved surfaces
- diffuse interreflection, showing color bleeding on the background spheres and on the Pong ball
- soft shadows behind the background spheres and under the Pong ball when touching the ground
- true ambient occlusion (no fakes as used by SSAO, or the much better quality AOV) when the balls approach ceiling or floor
- indirect lighting (ceiling, parts of the back wall in shadow)
- anti-aliasing (multiple stochastic samples per pixel)
Now I want to focus on getting the game code ready.
Update: I've made the room higher and all the walls, celing and floor are now convex, which should simplify the collision detection:
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