Lego tutorial by Archee
4KB procedural image for NVscene 2014
Features fuzzy specular reflections,
diffusion, indirect lighting,
refraction (glass) and
motion blur using montecarlo.
This is not raymarching.
The intersection of the ray with the
objects is caluclated by solving the
intersection equations, and then
chosing the closest intersection.
A hierarchy tree is based on bounding
spheres with branching.
3D CSG boolean is used to create
shapes from quadratic functions
and planes. Diffusive surfaces reflect
the ray in a random diretion or in
random occasions in the specular
direction.
One big shader takes 20 seconds to
compile. As you see the size is far
below 4K, but adding more to the
scene would make shader compilation
slow.
The rest of the time is used to shoot
the scene with photons from the
camera point of view.
The faster GPU you have, the less
noizy result you get after all the
58seconds are past.
Needs full HD screen to run. 1920x1080
run leg_compatible_fullhd.exe to
see rendering in progress.
thx to Crinkler