POV-Ray : Newsgroups : povray.general : Nearly OT : VERY small raytracers (C64 project :) : Re: Nearly OT : VERY small raytracers (C64 project :) Server Time
11 Aug 2024 17:15:19 EDT (-0400)
  Re: Nearly OT : VERY small raytracers (C64 project :)  
From: Spider
Date: 3 Jun 1999 22:24:04
Message: <37572A9D.F268D98C@bahnhof.se>
Mark Gordon wrote:
> 
> Rick wrote:
> >
> > wrong NG i know! but hey :P
> >
> > I have a pet project on the go, a small raytracer that will fit on a C64 and
> > render a simple scene, 3 spheres and a plane!
> >
> > I am looking for code to small raytracers, 4k demo entries and any guides to
> > making a very simple stripped down, bare bones raytracer
> >
> > There are conciderable platform limitations, I only have about 40k to play
> > with and 1mhz cpu to do it with, not to mention 16 whole cols, and an
> > incedably low graphics resoloution.
> >
> > Any help?
> >
> > Rick
> 
> My housemate wrote a ray tracer in BASIC for the C-64 many years ago.
> Greyscale, only did planes.  Not sure whether he has the code anywhere,
> though he did stumble across some printouts a few months back, which he
> showed off with great pride.
> 
> Graphics Gems IV has the C code for a minimal ray-tracer.  It's written
> in C and runs just over two pages.  Unfortunately, it gives absolutely
> no consideration to speed, since most ray-tracing optimization
> techniques ultimately involve a space-time tradeoff, and they were
> shooting for minimal space.  Still, it's a place to start.  The source
> code is included in an archive that can be found at
> http://www.acm.org/tog/GraphicsGems/gemsiv.zip

AFAIK it's far easier to translate and then optimize a small pice of
code you understand, than to translate a larger, more optimized pice of
code you don't understand(Nothing personal, but optimized code can be a
hell to understand if it isn't well commented).

Just some thoughts..

//Spider


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