Replies: 6 comments 13 replies
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For the batch rendering, exporting to (and possibly running as a subprocess) external renderer would be the practical approach. For the real-time preview, it would be fun to write your own---starting from very primitive ones and adding fancier features gradually---for it's something you'll always use while developing. Just my $.02 |
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Here is someone that wrote a small raytracer in Lisp as a toy project: https://www.youtube.com/watch?v=N1oMRw04W3E Here is his github: https://github.com/afwlehmann/clrt-tutorial |
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Maybe something like shadertoy could be a good option for the project. A shader based render would give a more interesting look (than usual polys) and linking it to lisp could help create infinite variations. A few ideas that would work: |
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It would be interesting to see if we can wrap this renderer in FFI and call it from our system: Anyone care to investigate? |
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If you want to experiment with a real-time physical based rendering engine, Pavel Korolev (borodust) has already created CL bindings to google's Filament renderer: You can see his usage of the wrapped renderer in his alien-works game engine project: Lots of good graphics stuff in his repos. |
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depending on how much interactivity you need, can just call it using python or the shell. |
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This is a biggie. A major undertaking.
We can take a number of approaches:
Thoughts?
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