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RaytracerGLSL

OpenGLCompute Shader を用いて レイトレーシング(Ray-tracing) を実装する方法。金属や水面のフレネル反射や屈折を表現。環境マッピング(Environment Mapping) には HDRI を用い、簡易な トーンマッピング(Tone Mapping) も導入。

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Ray-tracing with Compute Shader

GLSL では関数の再帰呼び出しが利用できないので、未計算レイを保持する スタック(Stack) を独自に実装する必要がある。 ソースコードは以下を参照。

https://github.com/LUXOPHIA/RaytracerGLSL/blob/master/_DATA/Comput.glsl


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