[Coco] Raytracing on the CoCo
Mark McDougall
msmcdoug at iinet.net.au
Thu May 16 06:46:19 EDT 2019
On 16/05/2019 2:08 pm, Walter Zambotti wrote:
> I've been playing with Joel Yliluoma' raytrace C++ for DOS and have
> converted it to the CoCo.
> It is designed to output to a 16 color palette with dithering! Ok so might
> look good on the CoCo!!!
> On my i7-3740 2.7Ghz it produces a 320x192 frame every 2.8 seconds. No GPU
> acceleration. With acceleration 18+ frames per second.
> On OVCC running at 184.16mhz it takes 9.3 seconds to draw one pixel.
> Times that by 320x192 pixels and that blows out to 6.67 days to draw one
> On a 1.8mhz CoCo that would be 675 days.
Back in the mid-80's before every man and his dog was doing raytracing,
we had to write a simple renderer in the Computer Graphics course at
uni. We had to share access to the computer in the lab which had hires
colour graphics, so it was prudent to prototype code at home where
possible (not that half the class had a computer at home!)
I don't know if Pascal was mandated but the lectures used Pascal example
code snippets so for the assignment itself, Pascal it was.
Although I had a CoCo 1, my father had bought me a TRS-80 Model 4P to
use specifically for uni work, and at the time having used the rather
excellent Turbo Pascal on Montezuma CP/M 2.2 on the 4P for earlier
assignments - besides not having Pascal for the CoCo - the choice was
clear. Although the 4P only had monochrome graphics, I had the Grafyx
Solution hires board for it and used dithering in lieu of different colours.
The assignment required the implementation of just spheres and an
infinite checkerboard. For the 4P prototype I reduced the number of
reflections to (IIRC) just 2, mainly because of the dithering and set it
off. Some 30+ years later I can't quite recall how long it took to
render a single scene, but it was in the multiple of hours if not
overnight. It certainly wasn't several days (4MHz Z80), though of course
the code was much simplified and nowhere near 500 lines long!
I am surprised at how slow Joel's code is on the CoCo, but then again
the complexity of the scene and the objects it can handle could blow out
the calculations by orders of magnitude quite quickly I suppose! OK so I
take it back - I'm not surprised.
Has there ever been any other raytracing (rendering) attempted on the
CoCo that anyone knows of? I wonder how my simple assignment would
perform? I think many, many years ago I rescued the floppy, if not the
code, from that assignment but these days I'd have no chance of locating
it. Not that it would be difficult to re-code from scratch with a bit of
a refresher!
Interesting stuff!
Has anyone got a spare CoCo3 they can set aside for a couple of years to
render a scene and save it for prosperity? Would be cool to know that it
took 2 years to render - without cheating on an emulator!!! You'd want
to make sure there were no bugs in the save code first though... ;)
Regards,
--
Mark McDougall
<http://retroports.blogspot.com.au>
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