- Feb 12, 2013
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This is a from-scratch GPU-based pathtracer created specifically for Quake 2. It has several optimisations which are only viable due to the typical characteristics of Quake 2 such as support for parallogram-shaped lightsources, BSP ray traversal, and special handling of sky 'surfaces' (portals). It doesn't officially have a name, but you can call it Raylgun.
Supports all static and dynamic light types that were used in the original game, for which illumination was originally baked into static lightmaps.
All objects can cast shadows.
In terms of graphics API support, only OpenGL 3.3 is required.
Requires no offline pre-processing of input data, so any mod or level which works with Yamagi Quake 2 (which is a no-frills port) should work.
Still uses the rasterisation capabilities of the GPU anywhere that it makes sense.
All code modifications reside within the refresher (Quake 2's rendering subsystem) and the pathtracing codepath can be averted entirely at runtime without qualitative detriment to the original renderer's results.
VIA: http://raytracey.blogspot.com/2016/06/real-time-path-traced-quake-2.html
SOURCE: http://amietia.com/q2pt.html
8 bounces
1 bounce
[AMD 860k, 7970]
If anyone has a beast gpu and can record opengl, please give this a go.
PM me for the prebuilt windows binary(cant directly link a file here).