
This is an effect that I wrote many years ago (around 2002-2003), with direct3d 8.1 on a geforce2 GTS video card (no programmable shaders). At the time, realtime raytracing was all the hype. Simple scenes, mostly consisting of planes, cubes and spheres, were rendered with per-pixel lighting, reflections and shadows, in realtime. The speed and quality however were not that impressive. I figured that some of these 'typical raytracing' scenes/effects would be faster and have better quality when implemented with conventional triangle rasterization techniques, using hardware acceleration. So I made this demo, showing three reflecting spheres (a red, green and a blue one, so it's not three copies of the same sphere). I use dynamic cubemaps for the reflections, stencil shadowvolumes, and per-vertex lighting, but with the vertexcount pumped up far enough that the difference with per-pixel lighting is negligible in a scene like this. The result is a scene with a definite 'realtime...
Tags:
bohemiq
realtime
raytracing
hardware
acceleration
direct3d
demoscene