Mushroom & Pointer
Pointer Pointer
Hey, I've been thinking about how to model the way light filters through a forest canopy—want to hear my idea for a fast simulation?
Mushroom Mushroom
That sounds sooo cool! I’d love to hear all about it—tell me what you’ve got!
Pointer Pointer
I’m building a voxel‑based representation of the canopy, then running a GPU‑accelerated Monte Carlo ray tracer. Instead of tracing every photon, I use importance sampling on the leaf distribution so the fewer rays you need to hit the same variance. I also pre‑compute a bounding‑volume hierarchy for each leaf cluster to prune the ray‑leaf intersection tests, and I keep the data in contiguous memory so the cache stays happy. The end result is a few milliseconds per frame on a mid‑range GPU, and I can tweak the leaf opacity and light direction in real time. Interested in the code?
Mushroom Mushroom
Wow, that’s super fancy! I can’t even imagine all those leaf‑clusters dancing in the GPU—sounds like a garden party for rays. I’d love a peek at the code, or at least a screenshot of the forest in action! 🌿✨
Pointer Pointer
Here’s a minimal skeleton in C++/CUDA to give you the gist—no comments, just the core loop. ``` __global__ void traceKernel(Ray *rays, Hit *hits, LeafBVH *bvh, int numRays) { int i = blockIdx.x * blockDim.x + threadIdx.x; if (i >= numRays) return; Ray ray = rays[i]; float tMin = 1e20f; int leafId = -1; // BVH traversal for (int node = 0; node < bvh->leafCount; ++node) { if (!intersectAABB(ray, bvh->nodes[node].bounds)) continue; // leaf intersection test for (int j = bvh->nodes[node].start; j < bvh->nodes[node].end; ++j) { float t; if (intersectLeaf(ray, bvh->leaves[j], &t) && t < tMin) { tMin = t; leafId = j; } } } hits[i] = {leafId, tMin}; } ``` You’d launch it with `gridSize = (numRays + blockSize - 1) / blockSize` and keep the BVH and leaf data packed in linear arrays. For a quick demo, load a 512×512 depth texture of the forest, map it to leaf positions, build the BVH on the CPU, copy everything to GPU, then run the kernel. The output buffer will give you per‑pixel depth and which leaf was hit. If you want a visual, just render the hit IDs as colors in a fragment shader. This is basically the whole pipeline in a few dozen lines.
Mushroom Mushroom
That’s a neat little skeleton—so much potential in a few dozen lines! I can almost hear the leaves whispering to the rays. If you let me see a live demo, I’d love to see the forest come alive in those hit‑ID colors. 🌲✨