Open alelordelo opened 2 years ago
Hi,
Yes, this is absolutely correct. one cannot directly ray-trace within a SceneKit Scene - this is, as far as I can tell, currently impossible. This would mean, Apple needs to add a ray-tracer to the available Scenekit shader collection (currently one can use, constant, phong, blinn, physicallyBased, and some others, but there is no ray-tracing option yet) This might be something for the future. Keep in mind, scenekit is a gaming engine - running at 60 or even 120 frames per second. Even the fastest 3090 RTX card comes to its limits with their so-called ray-tracing capability. And we talk about iOS devices ;) Ray-tracing is still something heavy calc intense and real time pictures need so incredibly much power to accomplish in an acceptable amount of time - just no! I personally guess this will be something for the next 5 to 10 years at least to really work accurately within game engines.
But what do I know... :) maybe someone genius comes-up with a brand new algo. (but not me...)
regards, Philipp
Am Mo., 2. Mai 2022 um 15:15 Uhr schrieb Alexandre Lordelo < @.***>:
Hi Phil, again thanks a ton for sharing this great demo!
As I understand, the repo parses a SCN node to a Metal scene. So, when we are on Metal side, we loose all the Scenekit APIs, like controlling the camera, lights, materials, hitTest, etc?
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Hi Phil, again thanks a ton for sharing this great demo!
As I understand, the repo parses a SCN node to a Metal scene. So, when we are on Metal side, we loose all the Scenekit APIs, like controlling the camera, lights, materials, hitTest, etc?