In this post we’ll take a look at adding distributed rendering to tray_rust which will let us take advantage of multiple machines when rendering an image, like a compute cluster. To do this we’ll look at options for how to distribute the rendering job across multiple nodes and what sort of communication is needed synchronize their work. We’ll also look into how we can use mio to write an efficient
In this post we’ll look at adding a pretty awesome new feature to tray_rust, something I’ve never implemented before: animation! We’ll take a look at a simple way for sampling time in our scene, how we can associate time points with transformations of objects to make them move and how to compute smooth animation paths with B-Splines. Then we’ll wrap up with rendering a really cool animation by usi
Porting a Ray Tracer to Rust, part 1Tue Dec 30, 2014 I’ve decided to port over my physically based ray tracer tray to Rust to finally try out the language with a decent sized project. In the series we’ll work through the implementation of a physically based ray tracer built on the techniques discussed in Physically Based Rendering. I won’t go into a lot of detail about rendering theory or the less
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