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MitchellHansen cc7a4a2efb
Shadows now working, though they are still voxel based. Need to calculate where on the surface the ray hits, and then send the ray out from that point.
8 years ago
assets Working with the Blin-Phong lighting. Fixed the symmetry between the normals. Starting working on shadows 8 years ago
include Fixed the way lights were linked to opencl, did some tweaking of the phong lighting. 8 years ago
kernels Shadows now working, though they are still voxel based. Need to calculate where on the surface the ray hits, and then send the ray out from that point. 8 years ago
notes Various tweaks and modifications 8 years ago
shaders Got some geometry up and rotating. It will be pretty trivial to pass in 8 years ago
src Shadows now working, though they are still voxel based. Need to calculate where on the surface the ray hits, and then send the ray out from that point. 8 years ago
.gitignore Added a quick printout of the hardware info. Running into a problem choosing between platforms, going to abstract CL out into it's own class and hide all that logic 8 years ago
CMakeLists.txt More work on the event system, sf::Events are completely wrapped now. 8 years ago
FindSFML.cmake Added a quick printout of the hardware info. Running into a problem choosing between platforms, going to abstract CL out into it's own class and hide all that logic 8 years ago
README.md Update README.md 8 years ago

README.md

Building this project is not difficult, but the setup prior can be. You must have OpenCL and SFML development libraries installed. You must also have OpenCL compatible hardware to run it on. The CMake file should take care of most of the configuration, but you have to point it to your SFML root directory before it will generate. Working in VS2015, I don't have Linux compatible hardware, but it does compile and run on the backup renderer albeit horrendously slowly. The macOS build was working around commit 50, but I no longer have access to a mac.

Papers used:

Efficient Sparse Voxel Octrees, Laine et al.

A fast voxel traversal algorithm for ray tracing, Woo et al.

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