| Comparison between PBVR and Raycasting - 124 sec This video shows the LOD control of PBVR is improved according to the sub-pixel level. Auteur : kyotoviz Tags: irregular volume rendering raycasting kvs  |
| Raycasting Demo - 21 sec Raycasting Lua script for GMod 9 Auteur : jackmn Tags:gmod lua garry  |
| zune raycasting demo - 32 sec zune raycasting demo with gazillion sprites Auteur : jackluo922 Tags: zune raycasting demo with gazillion sprites  |
| 青山(Ray casting based terrain rendering) - 101 sec 1024X1024 size 的 Height map and Texture map (With fog effect) Auteur : shenguow Tags: terrain rendering  |
| Rendering result of backy ball using the voume ray-casting - 15 sec Rendering result of backy ball (1.25M tet.) using the voume ray-casting. Auteur : kyotoviz Tags:irregular volume rendering ray casting visualization kvs  |
| zune raycasting demo no lag - 80 sec zune raycasting demo no lag Auteur : jackluo922 Tags: zune raycasting demo no lag  |
| 夏威夷地形(Ray-casting based terrain rendering) - 46 sec 用512X512大小的 Height map 以及 Texture map Auteur : shenguow Tags: terrain rendering  |
| Wii Opera SDK Real-Time Raycasting FPS Test - 49 sec This is a test of real-time raycasting and lighting by the Wii Opera SDK, a popular JavaScript software library to allow developers to create advanced graphics and interfaces in games for the Nintendo Wii's Internet Channel.
The test is being run in the Opera Web browser for Microsoft Windows XP. Graphics are all generated through vertical scanline slices that are scaled based on casting imaginary light rays from the camera. Double-buffering is achieved by flipping two canvas objects over the same screen area.
This engine is based on Wolfenstein 3D with added abilities for a walking bounce, variable altitude, and real-time shading. It's playable with a keyboard on a computer or a Wii Remote (as a pointer or controller) on the Nintendo Wii in the Internet Channel. The engine is available for free download at http://wiioperasdk.com Auteur : breakdancecrew Tags: wii opera sdk wiimote remote javascript firefox canvas html5 fps doom wolfenstein 3d raycasting raycaster raytrace  |
| Cell Processor - 431 sec Cell processor at the WCIT (World Congress on Information Technology)Austin, Texas.
An interview with Jim Kahle (the "Father" of the Cell CPU)
This video was made by http://charbax.com/2006/05/15/ibm-cell-processor/
Enjoy ! Auteur : enjoypolo Tags:Cell PS3 IBM Jim Kahle PlayStation Sony Toshiba CPU Processor  |
| Radiografia Tomografia Industrial 3D- Testemunho de concreto - 169 sec Este vídeo mostra as imagens do processo de reconstrução da tomografia 3D de uma amostra de testemunho de concreto (Radiografia, Tomografia 2d e 3D). Na reconstrução 3D (ray casting) pode-se visualizar toda a amostra ou apenas as pedar que compõem o testemunho. O estudo visa verificar penetração de água no material. Utilizou-se para a reconstrução 3D a biblioteca VTK. Contato: walmor.godoi@gmail.com Auteur : walmorgodoi Tags: Tomography Tomografia Radiografia Industrial Ray Casting VTK  |
| correct OpenGL water refraction - 95 sec Physically correct opengl water refraction, using geometry and fragment shaders and raycasting. Auteur : heeen2 Tags: opengl geometry shader glsl fragment water refraction raycasting  |
| Real-Time Volume Renderer - 70 sec This is the result of a final project for a class I've taken on visualization. It is an implementation of a single-pass ray casting volume renderer, accelerated with fragment_shader2 GPU instructions.
My initial implementation (left hand side) ray casted the volume's bounding box, sampling at every point within it.
As a final, I optimized the ray casting technique so that only points within a bounding isosurface (based on density) are traversed and sampled, instead of a bounding box. This technique achieved speedups of around 4x, restoring reasonable real-time interaction. The speedup is demonstrated in the back/to/back footage here. Auteur : CharlesRojoSoftware Tags:gpu acceleration volume render renderer isosurface optimization optimize blinn phong illumination  |
| Raycasted Mt. Hood (try 2, with correct elevation handling) - 5 sec A raycasted image of Mt. Hood, faded into a real picture of Mt. Hood for comparison. Auteur : GregorRichards Tags: ray casting raycasting tracing raytracing caster raycaster tracer raytracer  |
| Cassegrain Telescope Simulation - 185 sec A telescope rendered completely functional in persistance of vision (povray) by ray tracing and ray casting. Auteur : bySr Tags:astronomy astronomie telescope optical simulation povray tracing casting bySr  |
| PS3 Real-time Ray-tracing - 104 sec IBM Interactive Ray-tracer (iRT) using three Sony Playstation3s (PS3) to render a model that is 75x more complex then those used in today's games. Ray-tracing is the rendering technique used by the film industry and is considered to complex for today's game systems. The code was written using IBM Cell SDK 2.0 on Linux. The iRT is totally scalable and only requires one Cell SPE to run. More PS3s = More SPEs = Higher client frame rates. All images are at least 720p 4x multi-sampled, with dynamic light sources, procedurally generated atmosphere, and dynamic shadows.
Sorry about the bad camera microphone.
Download raytracer at:
http://www.alphaworks.ibm.com/tech/irt
Here's a link to the model we used:
http://www.turbosquid.com/FullPreview/Index.cfm/ID/249122 Auteur : barryminor2 Tags:Playstation3 PS3 Raytracing Raycasting Cell graphics SPE Linux rendering  |
| Classic Shooters - The Catacomb Abyss - 316 sec Title: Catacomb Abyss
Developer: id Software
Platform: DOS
Year: 1992
Description: The Catacomb Abyss is one of the first ever first-person shooters. It's based on an early id Software raycasting engine, similar to the one used in Wolfenstein 3D (which came months afterwards) but in 16 colors.
You play the role of a magician, who is once again called upon by the townspeople to defeat his ancient arch rival Nemesis. After having defeated Nemesis in the past, his minions have erected a huge mausoleum in his honor, and as a result the townspeople are forced to live under a rule of horror. You must once again venture into the catacombs, defeat Nemesis and free the townspeople.
Notes: I used to love this game when I was really young. I think the fact that its so hard to move around just made it scarier. Auteur : anubis311 Tags: catacomb abyss 3d 1992 first person shooter id software  |
| Wolfenstein Mobile 3D v0.0.4 - 24 sec I did some major changes to the engine. This time I recorded the film using emulator but I set emulation speed equally to SoneE K610i. There's no enemies yet and HUD is just a still image ;)
- I've implemented correction against fisheye effect.
- The walls are being clipped properly so game doesn't slow down when player comes closer.
- Viewport size can be changed dynamically and it can take whole screen area.
- The character has a gun ;) Auteur : jsr184 Tags: wlfenstein 3d mobile cell phone java j2me nokia sony k610i engine raycasting raycaster  |
| Serious Sam Advance (EUR) GBA - 1/2 - - 578 sec ::: README! :::
Another average Raycasting Engine on GBA, great graphics, but aiming and framerate are terrible
What i've used to record this?
Emulator: No$GBA
Recorder: ZDSoft Screen Capture
Editing: Camtasia Studio + MediaCoder (2 convert 2 MPEG4 AVC)
Questions about:
- Previous things
- My gameplay itself
- No$GBA technical emulation
... WILL BE D-E-L-E-T-E-D and users will be BLOCKED (understand idea?)
My Blogs
http://9esferas.blogspot.com/ (MISC)
http://8esferas.blogspot.com/ (GAMES) Auteur : 8esferas Tags: Serious Sam Advance EUR GBA Gameboy Advanced PART  |
| Classic Shooters - Wolfenstein 3D - 143 sec Title: Blaster Wolfenstein 3D
Developer: id Software
Platform: DOS
Year: 1992
Description: Inspired by the top-down infiltration game Castle Wolfenstein, this groundbreaking episodic FPS puts the player in the boots of B.J. Blazkowicz, allied spy. There are six episodes (the first distributed complete as shareware), the second and the third available after registration and the three final missions (which happen before the events of the first episode) available in the "Nocturnal Missions" pack.
To render the walls in pseudo-3D, the game used ray casting, a special case of ray tracing. This technique sent out one ray for each column of pixels, checked if it intersected a wall, and drew textures on the screen accordingly, creating a one dimensional depth buffer against which to clip the scaled sprites that represented enemies, powerups, and props.
Many objects can be found in a level, from medikits, chicken meals and even dog food (to restore health), ammo and treasures, which solely exist for points. There are four weapons: knife, pistol, machine gun and gatling gun, all of them using the same bullets except the knife. The knife and the pistol are given at the start of the level, while the machine gun is either found or picked up from SS troopers and the Gatling is always dropped somewhere in the level.
There are five kinds of enemies (excluding bosses) - Dogs, Army Soldiers, Officers, SS Troopers and Mutants.
Notes: Not only the granddaddy of first person shooters, but one of the kings of shareware. Wolfenstein 3D anticipated the first-person shooter games that continue to be popular today.
Avitazen! Auteur : anubis311 Tags: wolfenstein 3d id software apogee 1992 first person shooter  |
| Voxel Game Engine scroll demo multithread version - 22 sec Featuring scroll, rotating 3D sprites, multithread version with each thread raycasting for each half of the screen (running on Core 2 Duo imac) rendering 256 x 256 x 256 volume data. Auteur : akurodatube Tags: volume renderer 3D voxel sprite game scroll raycast raytrace  |