Ray Tracey's blog

Quasi-random, more or less unbiased blog about real-time photorealistic GPU rendering

Sunday, April 22, 2012

Using real world ray tracing to look around corners

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Who'd have thunk that light reflected from a (perfectly) diffuse surface could be used to reconstruct a decent image? Some pretty impres...
Tuesday, April 17, 2012

Real-time photorealistic GPU path tracing: Streets of Asia with dynamic water

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The video from the previous blogpost got over 75,000 views on Youtube, just a tad more than the usual 200 or so views per vid, so I decided...
40 comments:
Friday, April 6, 2012

Real-time GPU path tracing: Streets of Asia screens + video

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UPDATE August 2012: much higher quality video and screens with dynamic objects, shown at Siggraph 2012, at the following link:  http://ra...
31 comments:
Thursday, April 5, 2012

Real-time path tracing: modern city

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While the medieval cities from SketchUp were fantastic test models, I also wanted to see what a more modern city would look like in Brigade:...
7 comments:
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Sam Lapere
Passionate about real-time photorealistic graphics with path tracing. Unreal Engine developer. Previously scientific visualization developer, product manager and QA lead at NVIDIA, scientific visualization team manager at the EPFL Blue Brain Project, co-founder and technical director at Lightspeed Graphics NZ, project lead at Auckland Uni, PM for OctaneRender and Brigade real-time path tracer, photoreal 3D graphics consultant, medical imaging researcher and M.D. at Ghent University Hospital. My tutorial series on GPU path tracing on GitHub. My LinkedIn profile. Check my Youtube channel with pioneering research into real-time path tracing (2011-2013). If you want to know more about why I started this blog, read this inverview from Nov 2013 in which I talked about my vision of CGI.
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