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Re: [MANTA] rng in thread context?


Chronological Thread 
  • From: <sparker@cs.utah.edu>
  • To: lacewell@cs.utah.edu, manta@sci.utah.edu
  • Subject: Re: [MANTA] rng in thread context?
  • Date: Thu, 8 Mar 2007 21:05:00 -0500
  • Importance: Normal

add one to render context -bthat is where it should go.  James can point you 
to his rng classes.

Steve

-----Original Message-----

From:  Dylan Lacewell <lacewell@cs.utah.edu>
Subj:  [MANTA] rng in thread context?
Date:  Thu Mar 8, 2007 8:18 pm
Size:  418 bytes
To:  manta@sci.utah.edu


Is there a way to get a stream of random numbers in a surface shader?  I 
don't see a random number generator exposed in the thread context, so 
I'm going to hack in my own for now.

I'm writing an ambient occlusion shader which jitters the occlusion 
rays.  I can't use a local random number generator because that will 
give each shading point the same set of occlusion rays, which causes 
structured artifacts.

D







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