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Answerlink to usable c# sample of output of logic-matrix auto-generator for your review and comments Pin
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AnswerRe: optimizing the set of possible boolean outcomes of evaluating multiple conditions ? [modified] Pin
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GeneralRe: optimizing the set of possible boolean outcomes of evaluating multiple conditions ? [modified] Pin
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Questionconnection routing algorithm for connecting rectangles with lines ? Pin
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GeneralRe: connection routing algorithm for connecting rectangles with lines ? Pin
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AnswerRe: connection routing algorithm for connecting rectangles with lines ? Pin
Member 41945937-Aug-11 10:48
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GeneralRe: connection routing algorithm for connecting rectangles with lines ? [modified] Pin
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GeneralRe: connection routing algorithm for connecting rectangles with lines ? Pin
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GeneralRe: connection routing algorithm for connecting rectangles with lines ? Pin
Member 41945937-Aug-11 15:59
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GeneralRe: connection routing algorithm for connecting rectangles with lines ? Pin
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GeneralRe: connection routing algorithm for connecting rectangles with lines ? Pin
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GeneralRe: connection routing algorithm for connecting rectangles with lines ? Pin
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QuestionRaytracing render quality [modified] Pin
Thomas.D Williams31-Jul-11 11:48
Thomas.D Williams31-Jul-11 11:48 
Ray trace image[^]
As you can see by the image there are considerable artifacts in the render output. I have no idea where to start with this issue. I can post code on request. This is a standard Raytracing model of shooting rays from the camera.
Does anybody know how to fix artifacts like this? (The lines between the triangles even though they touch)

Made in VS2010 c# using a picture box and one image I made in Photoshop

Thank you all Smile | :)

[edit]algorithm posted[/edit]
Here is the algorithm I am using. A lot of extra features removed for simplicity. But this is its core.
C#
for (int X = 0; X < Width; X++)
{
    for (int Y = 0; Y < Height; Y++)
    {
        Ray TRay = new Ray(V3.Zero(), V3.Normalize(new V3(X - HalfWidth, 20f, Y - HalfHeight)));
        foreach (Triangle TempTriangle in SceneTriangles)
        {
            Intersection TInter = TempTriangle.Intersects(TRay);
            if (TInter.Hits) Temp.SetPixel(X, Y, CalculateColour(TInter, ColourMode.Lambert));
        }
    }
}


A ray is defined as a start point and a direction
V3 is a 3D vector
Intersection stores: V3 of impact, If it hit, colour of pixel on triangle
Thomas Williams - Chimp Twist
modified on Monday, August 1, 2011 5:33 AM

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