Topic Recap: Added refraction in order to have a much better water rendering system. Yusuke Tokuyoshi and Shinji Ogaki, ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games 2012.

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This is the easy part, now I really want to add refraction as well :) Textures used are property of ... Yusuke Tokuyoshi and Shinji Ogaki, ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games 2012.

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  • This is the easy part, now I really want to add refraction as well :) Textures used are property of ...
  • Added refraction in order to have a much better water rendering system.
  • Yusuke Tokuyoshi and Shinji Ogaki, ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games 2012.

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Realtime OpenCL Path Tracing 03

Realtime OpenCL Path Tracing 03

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OpenCL Path Tracing 03 Motion Blur

OpenCL Path Tracing 03 Motion Blur

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Real-Time Bidirectional Path Tracing via Rasterization

Real-Time Bidirectional Path Tracing via Rasterization

Yusuke Tokuyoshi and Shinji Ogaki, ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games 2012.

Realtime OpenCL GPU Voxels Raytracer - More realistc Water

Realtime OpenCL GPU Voxels Raytracer - More realistc Water

Added refraction in order to have a much better water rendering system.

Realtime OpenCL GPU Voxels Raytracer [Normals + Lighting]

Realtime OpenCL GPU Voxels Raytracer [Normals + Lighting]

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Realtime OpenCL Path Tracing 01

Realtime OpenCL Path Tracing 01

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Realtime OpenCL GPU Voxels Raytracer - Reflections - Work in Progress

Realtime OpenCL GPU Voxels Raytracer - Reflections - Work in Progress

Adding reflections to my raytracer. This is the easy part, now I really want to add refraction as well :) Textures used are property of ...

Realtime OpenCL Path Tracing 02 DOF

Realtime OpenCL Path Tracing 02 DOF

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Realtime OpenCL Path Tracing 05

Realtime OpenCL Path Tracing 05

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Raytracing 03: OpenCL Raytracing

Raytracing 03: OpenCL Raytracing

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