Ray Tracing in pure CMake
11–20 of 167 posts
Re: Ray Tracing in pure CMake
#12Re: Ray Tracing in pure CMake
#13Re: Ray Tracing in pure CMake
#14Please clarify for me the part about the set exec command. You create n workers but you pass the whole image size to each. Why isn’t the image size divided by the number of workers?
Re: Ray Tracing in pure CMake
#15Re: Ray Tracing in pure CMake
#16Re: Ray Tracing in pure CMake
#17I refuse to even look at this. I've seen ray tracing in a PDF before but this is too far.
I expected a monstrosity that had multiple targets for every pixel (“ray arriving at (x,y)”, “ray arriving at (x,y) after one bounce”, etc), with some magic to merge all the outputs of the last bounce into an image, say by generating a huge html table, with each cell having a different background color.
Re: Ray Tracing in pure CMake
#18Oh no... so far the most terrifying title I've seen in HN this year. By the way, it's impressive how they even managed to multithread this.
Someone might be working on an article even worse: list of things that raytracers haven't been written in (yet, regularly updated)
Re: Ray Tracing in pure CMake
#19Please, everyone, stop using CMake. It doesn't do its one job.
Re: Ray Tracing in pure CMake
#20Well well well, we finally found something CMake can actually do. Please, everyone, stop using CMake. It doesn't do its one job.