ATDemo.-.Made.with.Clipchamp.1.1.mp4
I have always thought of implementing ray-tracing, but never got to it until now. I feel like the visual aspect of Computer Generated things has already been thoroughly developed over the years, and it would be nice for a change of perspective. Instead of implementing light ray-tracing, then, I chose to implement sound ray-tracing instead, to explore new grounds, and eventually apply a little bit of knowledge from our light ray-tracer friends.
Having a working prototype, I hope to further improve the performance, possibly by some code refactoring or rethinking some algorithms. A bit more ambitious of a goal, however, is to support the use of different materials; akin to light ray-tracing--in which different materials absorb varying levels of light and result in different colours--I want to support different materials cause the sound to be absorbed and result in various effects.
(Best tested with headphones 🎧)
- Move Cursor: Moves player (the green one)
- SPACE Key: Play sound
- UP/DOWN Key: In/Decrease sample-size (# rays)
- RIGHT/LEFT Key: In/Decrease max number of bounces