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by sillysaurusx
1589 days ago
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Whoaaa. If you look from the bottom up through the glass floor, it looks crazy awesome. I think that's the most impressive little demo I've seen in ... quite some time. I can think of more impressive ones, but they're all extraordinarily complicated in comparison. How'd you do the glass if there are no meshes? I'm about to pass out, else I'd dig in. I'm especially curious how you're getting the refraction right. I forget my basic physics, but is it as simple as deflecting the ray slightly? But then how does it work on a curved surface? I guess it happens per pixel, so it shouldn't be too surprising, but... still, I was expecting a lot more aliasing than this: https://i.imgur.com/fdDVcCT.jpg I guess I've never seen a real time raytracer that happened to trace through ripply glass, which is why it feels so neat. |
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Think of a simplification in 2D. Sunlight comes from directly vertical above a sine wave. For every x-coordinate where you cast a sun ray, you just need the slope of the sine-wave at that x-coordinate to calculate the angle for what will happen at the intersection.
A mesh isn't any fundamental unit of physics or geometry, it's just our customary way of approaching the rendering to get good-enough fast-enough results from our current hardware.