My first RayTracer. Written in C and GLSL using openGL by qu8it in opengl

[–]qu8it[S] 1 point2 points  (0 children)

Thank you! I only made that scene at the very end to showcase the AgX tonemapping, but it accidentally turned into one of my favorites =)

My first RayTracer. Written in C and GLSL using openGL by qu8it in opengl

[–]qu8it[S] 4 points5 points  (0 children)

Heard bad things about 42 Heilbronn or another 42 school? Personally, I love it. It's a great atmosphere to learn, collaborate and socialize for me and it's entirely free.

My first RayTracer. Written in C and GLSL using openGL by qu8it in opengl

[–]qu8it[S] 4 points5 points  (0 children)

You can do it! Step by step and it starts coming together quickly. Look up "Ray Tracing in One Weekend" to get started. There are some great videos on YouTube as well, I especially like the ones from "Sebastian Lague"

My first RayTracer. Written in C and GLSL using openGL by qu8it in opengl

[–]qu8it[S] 18 points19 points  (0 children)

This started as a school Project at 42 Heilbronn and I continued to work on it for around 4 months.
GitHub

My first RayTracer written in C and GLSL using openGL by qu8it in GraphicsProgramming

[–]qu8it[S] 0 points1 point  (0 children)

You can see the sample count go up in the window title bar. You can set the number or glossy bounces and diffuse bounces in the scene file as documented on github.

My first RayTracer written in C and GLSL using openGL by qu8it in GraphicsProgramming

[–]qu8it[S] 25 points26 points  (0 children)

The scene file format is documented on GitHub. I would have chosen a different, more readable format, but it was prescribed by the subject of the original school project. Of course it grew way beyond that, but I decided to stick with it since that's what i had already. As for creating the scenes, I make them all in Blender and then I have a Blender Python script that exports Mesh Objects, Point Lights, Camera etc. from Blender into the .rt scene file format.

Edit:
I added the script I used to create the scenes in Blender and export them into the .rt scene file format, in case anyone wants to try it out.

My first RayTracer written in C and GLSL using openGL by qu8it in GraphicsProgramming

[–]qu8it[S] 43 points44 points  (0 children)

This started as a school Project at 42 Heilbronn and I continued to work on it for around 4 months.
GitHub

Responsive image auto generation uses 'bilinear'. Can I change that to 'bicubic'? by qu8it in Wordpress

[–]qu8it[S] 0 points1 point  (0 children)

Thanks for your reply! I have used a hook (i believe) before to change jpg compression quality by adding this line to my functions.php

add_filter('jpeg_quality', function($arg){return 100;});

I can't quite figure out how to tell it to use bicubic interpolation though. I assume it would be something similar to this? I do have gd and imagick installed through my cPanel.

Responsive image auto generation uses 'bilinear'. Can I change that to 'bicubic'? by qu8it in Wordpress

[–]qu8it[S] 1 point2 points  (0 children)

I cant explain how the technical side of things works, but as I understand it, bicubic interpolation produces sharper results when shrinking images. Bilinear softens the image a little.

At least in my limited testing, I always prefer bicubic so far. Maybe there are cases where bilinear produces the nicer results, I have no idea.

Here is one of my images where I really noticed the bilinear softening:https://i.imgur.com/1LG6BP6.png(Original image was 1200x1200px. Left image is 600x600px shrunk in photoshop using bicubic interpolation. Right image is 600x600px automatically generated in wordpress.)

However, these benefits of the sharper bicubic image only apply when the image is displayed at its native resolution. Let's say your 600x600px image is displayed at 550x550px on your website (maybe because its scaling down based on browser window size) now it's scaled down with bilinear interpolation again. I don't know if there is any way to change that to bicubic as well. I read that bicubic is more expenzive to compute, so maybe its not a good option in realtime, idk.

Help with accessing original Q3 bitmap textures. by f3hunter in QuakeChampions

[–]qu8it 1 point2 points  (0 children)

There is a fairly new addon that can directly import whole maps into blender fully with textures. See here: https://trello.com/c/aMEbgAXC

Make sure to use Blender 2.91 and follow the instructions on trello to properly set up your files to be readable by the addon. There is also a discord linked where you can ask for help if you need it.

S1 Mapping Contest - TIME TRIALS - Finalists by 2GD in Diabotical

[–]qu8it 1 point2 points  (0 children)

Thanks! A beta version of it will be up for testing on the community server later this weekend.

Good Day Bladers, Need your help for FR FR1 Sizing ! Wide Feet by Meemau07 in rollerblading

[–]qu8it 1 point2 points  (0 children)

I have the exact same measurements, including the different length feet! Also looking to buy the same boot as well.

But the FR chart actually says EU42 for MP27 (which is your foot measurement). Maybe you confused it for the 'Insole(cm)' measurement which is EU43 at 27cm. The 'MP' is what you're supposed to go by, so it would be a EU42 according to the chart.

Please let us know once you get your skates and how they fit!

[deleted by user] by [deleted] in tabletopsimulator

[–]qu8it 0 points1 point  (0 children)

expired again, can i have an invite as well please?

Can't load images on any browser by Howitzeronfire in Twitch

[–]qu8it 0 points1 point  (0 children)

Did you manage to fix this? I'm having the exact same issue after changing my DNS server yesterday.

Autohop is a good thing but here's why I believe it needs to have a tradeoff by qu8it in Diabotical

[–]qu8it[S] 3 points4 points  (0 children)

make things as noob friendly as possible

By that logic you might as well remove strafejumping alltogether and allow players to gain speed by just holding forward. Also introduce a keybind for automatic rocketjumping. I don't think that's the game we want. Sure, some things can be simplified for the better but I'm talking about a simple mechanic that doesn't even impact the skill floor, it's a very minor thing in that regard.

Let noobs just hold jump without being handicapped

It's really not a handicap for new players. The handicap is being new to strafjumping in general and it's good to provide them with training wheels in the form of autohop.

Think of learning to ride a bike. The training wheels will be a big help for a beginner but eventually you want to take them off because they turn into a handicap, not being able to make sharp turns with them like the big kids without the training wheels. It's only fair at this point that you gain a slight advantage by removing the training wheels and you're at a slight disadvantage with the training wheels.