Thursday, May 1, 2014

Material Editor for SoL-R

After a few interop issues between the GUI and the GPU library (CUDA and OpenCL), I finally got it working! The GUI makes it simple to manipulate materials on the fly, and validate texture mapping implementation (Bump, Normal, Specular, etc).





Saturday, January 4, 2014

Sketchup plugin in progress...

Never more than a second to produce the following screenshots in 800x600.












Monday, November 18, 2013

My renderer vs Sketchup




I am currently working on a Sketchup plugin that will allow interactive visualization of 3D objects using ray and path tracing rendering techniques. This will be the first Oculus Rift compatible visualizer based on an interactive ray-tracing engine.
For now, the demo is currently only compatible with nVidia graphics cards supporting the CUDA technology.

Wednesday, October 16, 2013

CUDA Spotlight: The Favreau Brothers


This week's CUDA Spotlight is on Cyrille Favreau and Christophe Favreau, brothers who leverage GPU computing in different ways, with equally compelling results.

Cyrille, a technical architect by day, uses CUDA in his free time to pursue his interest in visualization technologies.
His projects include building a real-time ray-tracing engine and molecule visualizer, and exploring fractal theory.

Christophe, a professional photographer and videographer, is passionate about sailing and nature. GPUs help him produce beautiful work as he travels the world.
This interview is part of the CUDA Spotlight Series.

See more at: http://www.nvidia.com/content/cuda/spotlights/favreau-brothers.html#sthash.5S3Xqetl.dpuf

Sunday, October 6, 2013

Tribute to GTC 2012 based on SoL-R Raytracer

Tech Demo #3 based of the SoL-R rendering engine. Humble tribute to nVidia GTC demo, back in 2012.


Monday, September 30, 2013

OpenGL to Ray-Tracing

OpenGL to Ray-Tracing by changing two lines of your code:

#ifdef USE_SOLR
   // Use raytracing engine
   #include <OpenGL/rtgl.h>
   using namespace RayTracer; 
#else
   // Use OpenGL
   #include <GL/gl.h> /* Header File For The OpenGL Library */
   #include <GL/glu.h> /* Header File For The GLU Library */
#endif // USE_SOLR

SoL-R overrides the OpenGL commands and replaces the default rasterization engine with its interactive ray-tracer. It's as simple as that.



SoL-R is under development but you can already like it on Facebook. Contact me for details.