2 papers
cs.GR2021
Real-time rendering of complex fractals
Vinícius da Silva, Tiago Novello, Hélio Lopes +1
This chapter describes how to use intersection and closest-hit shaders to implement real-time visualizations of complex fractals using distance functions. The Mandelbulb and Julia…
cs.GR2020
Proceduray -- A light-weight engine for procedural primitive ray tracing
Vinícius da Silva, Tiago Novello, Hélio Lopes +1
We introduce Proceduray, an engine for real-time ray tracing of procedural geometry. Its motivation is the current lack of mid-level abstraction tools for scenes with primitives in…