Over the past 2 weeks I have been working on my Computer Sciences end-year project. I decided to make a fractal explorer allowing the user to navigate 2D and 3D fractals. It was made in Java only because that is the course requirement. I much rather have done it in C++ so we could get some real time rendering. It is still not too too slow however, as I have threaded it.
I use the ray marching technique to render the fractals as it seems to be quite fast, clean and efficient. Below I have listed most of the software’s key features as well as links to the executable and source (It is licensed under the GPL v3). Feel free to fiddle around with SiFrax (its name) or you can read up on how to use it by going to “Help”->”How To…” on the top menu bar.
I just want to mention one nice thing about the “underneath” side of the program for the software developers reading this. I have designed in such a way that one could eaily write their own number system (i.e. Bicomplex numbers), and pass an instance of an object of that type to the RayMarcher.SetNumberSystem(…) method. And just like that (s)he can render the exact same shape using his/her own number system. (S)he just has to adhere to the NumberSystem interface. This was a little tricky to code with Java. I used some polymorphism and generic programming to get it done. You can see how I did it for yourself in the source code below. I would love to hear your comments on the software! Thanks for reading!
Man oh man, it’s been a while since I’ve last posted about my ray tracer. Rest assured it’s still in development. I’ve been coding like mad in my free time and I’ve implemented quite a few new features. More important though, I completely rewrote the architecture. Its a much cleaner and logical design and it can support many, many new features. Below are some “tech-demo” images. Their purpose is just to show new features, not for an impressive display of my ray tracer. I’ll also outline the current features and what is planned for the near future. I’m hoping to distribute a working copy for public testing. More on that later though.
Things are getting messy and it is time for a really late spring clean up. I’m gonna be cleaning up the site, organizing it, updating it and posting some new content over the next few days. And when I say new content I mean some awesome new info on my ray tracer. I have gone ahead and re-wrote it from the ground up. There are tons of new features and hopefully I can release a stable version for the public to test on their computers. I do have to squash a few bugs and add a few more features first. Anyways that’s it for now and if you have any suggestions for the site, please post them below. I would love to hear.
Hello everyone. Just wanted to provide on update on how my ray tracer is going (actually now it’s path tracer). I started the project on March 18, 2011. Development is going pretty rapid, and its truly amazing to experience the creation of large-scale piece of software. The current features I have implemented are as follows,
Hello everyone, since a few weeks back I begun work on designing and coding a ray tracer in C++. I decided to make a new section of my site dedicated to my software development. This is my first project that will go under this new “Software” section. I’ll be posting progress images and information, new ideas and features and any other related news about my ray tracer. Id appreciate any comments, ideas or questions about my ray tracer. As of now, I have an idea where I want to take it, but it’s still very young in its years and I just want to bring it up to speed to today’s ray tracers before I begin work on making it different or distinct.
I have been working on this car whenever I had some spare time. It got dragged on for quite a while, and i just wanted to get it finished. Near the end I lost all motivation and just wanted to get it finished. I found that I had learnt a lot about Subsurface Modelling whilst making this car. So I ended up spending half my time fixing mistakes I made when I began modelling it. I used Blender 2.55 (Ya i know 2.56 has been out for a while. I started the car on 2.55 and I have LuxRender and a few other plugins nicely set-up on 2.55. So I haven’t bothered to switch yet…Maybe 2.57 I will. I hear it comes out this month) I used Octane for the Ray Tracing and GIMP to adjust colour levels and add my name. The HDRi map is from 3D Total. I would like to know what you guys think of the car. I’m hoping to start a short film with Blender and Octane. I got a few ideas but nothing concrete and no story boards or anything yet. Hopefully I can start that soon.
This is my image using Octane Render. I greatly increased the DOF to give it a miniature look. Like usual, the model was done on Blender 2.55. The textures are from CGTextures and the HDRi is from openfootage.net. I slightly adjusted the contrast levels of the image in GIMP. Let me know what you think in the comments box below. Thanks!
“One or more textures on this 3D-model have been created with images from CGTextures.com. These images may not be redistributed by default. Please visit www.cgtextures.com for more information.”
I finally purchased Octane Render a few days ago. I must say I am extremely impressed even on my slightly old graphics card. I made this model on Blender 2.55. The textures are from CGTextures.com and the HDRi is from zbyg on devientART. Lastly, I added a softglow filter on GIMP. Anyways let me know what you think of it in the comments box below. Thanks!
“One or more textures on this 3D-model have been created with images from CGTextures.com. These images may not be redistributed by default. Please visit www.cgtextures.com for more information.”
My 3rd piece of 2011 is entitled “A Little Leak”. Clearly the Fire Hydrant is leaking, but just a little from underneath. I modeled it in Blender 2.55, rendered it in LuxRender 0.8 and did a bit of Post-Pro in GIMP. Textures are from cgtextures.com Its not supposed to be completely realistic. I want it to have a cartoon feel, but not overbearing. Anyways let me know what you think in the comments box below. Thanks!
“One or more textures on this 3D-model have been created with images from CGTextures.com. These images may not be redistributed by default. Please visit www.cgtextures.com for more information.”
Student by day, CG Artist and Software Developer by night.