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Showing posts from April 27, 2019

Raytracing APIs

Raytracing is a most powerful technique for making photorealistic 3D images. It's based on literal tracing light's rays path, and requires a lot of computtional resources. See theory of raytracing in a sample chapter of the book Real-Time Rendering, Fourth Edition . Currently NVidia RTX videocards are dedicated to work with raytracing in realtime, and so realtime raytracing becomes the main tool for 3D graphics. There are two main directions for raytracing API: using NVidia RTX cards and Intel CPU. Withoud such special API, raytracing (and reymarching and raycasting) can be implemented directly, for example, in fragment shader, for example, see such shaders on Shadertoy site. NVidia RTX  NVidia RTX videocards allows to work with NVidia's OptiX or Microsoft DirectX: https://developer.nvidia.com/rtx Raytracing with NVidia OptiX raytracing engine: https://developer.nvidia.com/optix https://developer.nvidia.com/rtx/raytracing See tutorial: https:/

Programming VR with openFrameworks

To work with VR using openFrameworks, you can use ofxOpenVR addon: https://github.com/perevalovds/ofxOpenVR It's implementation of Valve Software's OpenVR API, which was originally developed by smallfly https://github.com/smallfly/ofxOpenVR , next I forked it into Kuflex repo, and finally to my repo. The most important fix comparing original version is about problem of one eye's vertical shift due matrices computations errors. This addon lets create VR applications (using HTC Vive) on openFrameworks, Windows 10. It's using oF's programmable render. Requirements HTC Vive (though, it is not required to compile projects, just to deploy) and Steam VR Visual Studio 2017 openFrameworks 10.1 ofxOpenVR addon folder, which should be placed to openFrameworks/addons/ofxOpenVR. Running examples To check addons is working, compile and run its examples located in openFrameworks/addons/ofxOpenVR . There are two examples: exam