WebGL Path Tracing

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Post » Mon Aug 06, 2012 5:33 pm

http://madebyevan.com/webgl-path-tracing/

Not sure if it's been posted here already, but what the hell. It's awesome :Dshinkan2012-08-06 17:33:48
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Post » Tue Aug 07, 2012 2:34 am

This is very awesome. Definitely usable for point and click adventures with a transition fade screen to cover the render.
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Post » Tue Aug 07, 2012 3:02 am

I'm not sure, but perhaps you did not understand purpose of that ;)
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Post » Tue Aug 07, 2012 4:44 am

Woah, that is amazing.
Looks as good as 3DMax renders on the highest settings, in (close to) real-time on the web.

Nice.
@Jayjay you are really missing the point xD
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Post » Wed Aug 08, 2012 7:00 am

Heh, I know that the point is to show how nice path tracing looks and how amazing it is that WebGL does it at all, I'm just saying that while also being awesome, even with the current render times you can make games with static scenes where the speed doesn't matter.Jayjay2012-08-08 07:02:24
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Post » Wed Aug 08, 2012 8:05 am

@Jayjay, I feel like the rendering time is being artificially lowered so that we can see WebGL working away on making the scene look cooler.

If it ran uncapped, we wouldn't see the static at all.
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Post » Wed Aug 08, 2012 5:18 pm

@Fimbul, ah I see. I was assuming it was as intensive as ray-tracing so I didn't think it could be deliberate slow-down.

Reminded me of old DOS games that you could watch draw the screen
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Post » Sun Aug 12, 2012 5:16 pm

The "noise/grain" is intrinsic to Path Tracing. The way it works also means its really great for static images, for print (as an example), but it's non-usable for realtime graphics like a game (too taxing for the GPU, and furthermore, the image is never 'finished').
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