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Realtime simple raytracer (updated 30 April 2002)

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Submitted on: 3/1/2002 7:02:12 AM
By: Almar Joling  
Level: Intermediate
User Rating: By 42 Users
Compatibility:

Users have accessed this code 5956 times.
 

(About the author)
 
     Updated by Bill Soo... instead of 25 fps, it runs at 60 fps now! Which is an astonishing framerate for VB Again some pretty unique code from me. This program is a _realtime_ raytracer (not raycaster!). I ported it from C++ to VB, and it still runs pretty fast. It also shows you how to use SetDibbits to change all the bits in a picturebox with just one call. You can zoom in and out, add more spheres by changing a few variables/constants in the code. Light-positions can be set by the scroll bars and changes will be visible directly! Note: Please compile this program, or you will receive ~1-2 FPS from the IDE. I would appreciate some votes, people, so that I can still think my (unique) work is appreciated =-) Update: I've moved some math functions inline, and improved the code wherever it was possible. 10fps more now! Do not forget to compile the program though... Original source is also included. I'd really appreciate if you vote for this code guys.

 

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    //**************************************
    //     
    //Windows API/Global Declarations for :R
    //     ealtime simple raytracer (updated 30 Apr
    //     il 2002)
    //**************************************
    //     
    Private Declare Function GetTickCount Lib "kernel32" () As Long
    Private Declare Function SetDIBits Lib "gdi32" (ByVal hdc As Long, ByVal hBitmap As Long, ByVal nStartScan As Long, ByVal nNumScans As Long, lpBits As Any, lpBI As BITMAPINFO, ByVal wUsage As Long) As Long
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Other 8 submission(s) by this author

 

 
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Other User Comments
3/1/2002 7:45:17 AM:Nigel
Very Impressive!
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3/1/2002 10:21:13 AM:Robert Rayment
Nice maths & imaging 5/5  I get about 
10 fps for exe on my 400MHz m/c.
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3/1/2002 10:52:07 AM:KaoS
Pretty cool code!
I get 15fps on 
900MHz PIII.
I like it...more stuff 
like that!
THX
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3/1/2002 12:23:53 PM:gonchuki
poor performance for a 900 Mhz!!! i get 
21fps on my 672Mhz AMD Duron... and 
28fps with all tricky switches on... 
still have to see if i can optimize the 
code. 
Good Work!
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3/1/2002 12:57:35 PM:Feuchtersoft
Neato. I don't get a single frame per 
second, although it's cool, nonetheless.
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3/1/2002 1:34:48 PM:Almar Joling
Feuchtersoft: Did you compile it? If 
not, you really should. running the 
program from VB is _very_ 
slow
<P>
I'm aware that there is a 
difference between Intel/AMD machines. 
I'm not sure what causes it, but I 
guess it depends on some optimizations 
VB adds.
<P>
If manage to optimize 
the code more (besides moving the math 
inline), I'd like to hear it 
=-)

Almar

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3/1/2002 1:55:47 PM:...tHe_cLeanER... / jB
LOL, i get 3fps on my Athlon 1.2ghz!
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3/1/2002 2:44:09 PM:Almar Joling
Did you compile it???? If not, then... 
well something is really taking up 
clock cycles on your PC.
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3/1/2002 2:44:58 PM:Jason Hensley
I get 42fps on my AthlonXP and Radeon 
DDR VIVO video card.
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3/1/2002 2:45:41 PM:Jason Hensley
I'm getting 46fps now
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3/1/2002 5:26:36 PM:eXQue
Very nice program got 4 with my 1.2 
Ghz
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3/1/2002 5:59:30 PM:Xip3000
89 FPS in my ATHLON 1400 and GeForce256 
DDR
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3/1/2002 6:14:22 PM:Dragonfire Software
Cool code. I get around 29 FPS on a 1.4 
Ghz P4, 256 MB RAM (If that matters 
any...) Keep up the good 
work!
http://dfs.vze.com/
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3/1/2002 11:00:19 PM:XNetman
Nice little example with a repectable 
36fps on my machine. You can possibly 
speed up the maths a little by creating 
a look up table for the trig functions 
rather than calculating them each time. 
It would also be nice if you could move 
the light position without pausing the 
animation. Anyway 4 globes from me 
you'll get 5 when you provide support 
for other simple primitives e.g. cubes, 
pyramids.
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3/2/2002 1:08:21 AM:Feuchtersoft
Ah, I just compiled it. 33 fps. Ha! I 
should probably read instructions next 
time.
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3/2/2002 12:55:59 PM:Hans J. Reich
You get a five - very nice, and I like 
to see graphics stuff as a break from 
all the winamp players and such.
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3/2/2002 1:50:18 PM:Carles P.V.
Simply great!
Good work.
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3/2/2002 2:20:00 PM:Jeremy Pettit
25 fps on Duron 850mhz running Win NT 
Server 4 and Direct X 6.    Not bad 
performance considering these factors.
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3/2/2002 2:20:11 PM:M. Highlander
i got 0 fps
oh wait you have to run it 
first 
;-)
COOOOOOOOOOOOOOOOOOOOOOOOOOOOOOL!
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3/2/2002 2:46:34 PM:Edin Omeragic
15 fps on celeren 500 MHz
i must give 
this friend to try this
on pentum I 
133 Mhz
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3/2/2002 3:43:06 PM:Chris Pietschmann
I got 3fps in the IDE, but 23fps 
compiled, on my 900mhz Athlon. Very 
nice. Could you send me, or post a text 
on how to convert xyz to xy 
coordinates, and lighting and 
viewpoint, and such. I will try to 
figure it out from your code, but it 
would be easier if there was a little 
tutorial on the math that I could 
read.
Very Nice!
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3/2/2002 10:45:15 PM:Jamie Lindgren
Really cool. In the IDE I got a mind 
boggling 3 FPS >< but when compiled I 
got 29 (on my 1.5 gigz comp)
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3/4/2002 10:53:02 PM:gonchuki
someone said would try on a pentium 
133... i tested it on my AMD K5-100 
result: 4 FPS
very good... i get the 
same in IDE on my main pc...
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3/5/2002 1:06:36 AM:havok
Nice program, u need votes.  So u got a 
5 from me.
Good job Almar, your 
coding seems to amaze me, doing stuff 
that other people don't even think 
of.
[havok]
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3/7/2002 8:57:57 PM:Schitzn
I get an error relating to an undefined 
function/sub:  Could someone email me 
and tell me why I can't seem to find 
the 
sub/funct:
"GenerateRayDirectionTable"
I have the DirectX 8 reference 
listed without error?  Ideas?
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3/8/2002 2:40:50 AM:Almar Joling
I first used the math functions 
contained in DirectX, but they were 
slower than a simple VB version of 
them... I forgot to remove the 
reference. About your problem, the sub 
is really there! I'm always running 
with Full compile, never seen the error 
before. I guess it would't compile 
without it either, =-). The sub is in 
mdlMain, almost on the top I 
believe...

-Almar

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3/9/2002 3:22:41 PM:xmetrix
53fps on athlon 2000xp 1.67@1.8ghz 4gb 
ddr, radeon 8500 64mb ddrAGP, scsi hd, 
winXP pro directx8a
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3/14/2002 9:04:16 AM:Shlomo
very nice 8 fps on my PII 350MHz
but 
it takes 100% cpu usage.
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3/16/2002 6:47:19 AM:Almar Joling
Yeah, it uses a simple do...loop, with 
just one DoEvents. It doesn't give 
Windows much time to breathe =-). 
raytracers are known for their required 
power, that's why we still do not see 
any large real-time raytraced 
animations yet.
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3/25/2002 11:26:20 PM:Kevin m F
cool, but you need a fast comp to run it
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3/26/2002 6:52:27 AM:Almar Joling
Yeah...realtime rendered scenes won't 
exist for the next years anyway. It 
requires so much calculations. That's 
why raytracing a simple (3D) scene on a 
post-stamp format can still take 5min 
on a 500Mhz..
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3/26/2002 4:58:58 PM:Almar Joling
I do like to know why Tim Sørensen has 
give me a vote of 1. Didn't it work? 
You're the only one that has voted so 
low, so please I'd like to hear why so 
I can modify the code as needed
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3/30/2002 6:33:55 AM:renekersten
hey very nice! i get about 10 fps on my 
p2 400 mhz. you get five stars from me
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3/31/2002 2:05:34 AM:Carlos Ruvalcaba
a Really nice one, 2 fps IDE, 4 fps 
Compiled, in my Pentium 200Mhz, 5 
Globes from me!
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4/17/2002 5:05:06 PM:Bill Soo
I got 15fps on my 500mhz. I added ALL 
the compiler optimizations and got that 
up to 19fps. I then got rid of 
SetDibits and used direct memory 
writes. That improved the speed to 
22fps. Finally I replaced the GetFPS 
function with a simple timer control. 
That brought the speed to 
24fps.
Total improvement...60%.
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4/17/2002 11:43:03 PM:Adriano Paladini
47fps on my AMD K6-III 450mhz with 
GEFORCE 2 MX-400 (32MB).
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4/18/2002 1:40:09 AM:Almar Joling
Bill: I would love to see that code :). 
Although I think the timer control's 
precision (which is bad!) is increasing 
the FPS. Although the timr control does 
run in it's own thread..hmm
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4/18/2002 8:05:36 AM:Ozan Yasin Dogan
Intel PIII-450mhz Leadtek Geforce2Mx 
Running at 210Mhz, 11 fps
Nice code 
but still slow..
Graphics --> C++ 
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4/18/2002 12:50:47 PM:Bill Soo
The timer control has poor resolution 
(~55ms) but that doesn't matter much 
since you are sampling a fairly large 
time interval (1000 ms). The big time 
savings is due to the fact that the 
timer control only fires every second, 
thus it only has to update the caption 
once per second, instead of 22 times 
per second. 
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4/19/2002 4:38:39 PM:Bill Soo
I replaced the frmMain.picRay.Refresh 
statement with the InvalidateRect API 
call to which I passed a small rect 
structure that was just the part of the 
picturebox containing the spheres. This 
forced a repaint of only a section of 
the picturebox, rather than the whole 
thing, resulting in a frame rate of 
33fps.
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4/19/2002 5:40:20 PM:Bill Soo
The rotate and shadesphere functions 
are pretty fast. Where the time seems 
to be consumed is in the TraceScene 
function (which calls shadesphere true, 
but shadesphere is a small fraction of 
the total time). So I took a look at 
this code and made some small 
optimizations that gained a fps. Then I 
got rid of the MySphere and 
ClosestSphere variables and referred 
directly to Spheres. This gave me a 
huge increase from 33 fps to 
49fps!
So total optimizations went 
from 15fps (original code) to 49fps....
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4/20/2002 2:49:52 AM:Almar Joling
I believe it's faster than the original 
C++ version then =oD. Good work!! 
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4/20/2002 2:50:51 AM:Almar Joling
btw, if you email me the updated 
version, I'll update this submission. 
-Almar
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4/28/2002 8:20:02 PM:HurroTisRobbo
Top stuff! 5 globes!
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4/29/2002 6:34:27 PM:Juan Martín Díaz
Is this submition updated with Bill´s 
code?
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4/30/2002 2:13:06 PM:Elan
I pulled 40fp/s nice.
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5/9/2002 8:11:49 AM:Exeat
My Pentium I 166mghz got a suprising 11 
FPS - I honestly expected to get a lot 
less, well done.
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5/20/2002 5:40:29 AM:Luke
Very nice!  62fps on a Intel 82810 
Graphics Controller!!  800Mhz Athlon, 
256Mb RAM.
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