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Hello all, Just to show you some progress on an experimental 3D-Viewer raytracing that I have been working for about half year. The board is really ray-traced with math shapes, i.e: using not just triangles but also using the proper shapes for the each propose (cylinders, rings, discs, planes, round segments, etc.) It features CSG (constructive solid geometry) so you can see the mathematically perfect extraction of the holes in the layers. The attached images show the color of the normals (XYZ -> RGB) showing the nature quality precision of the render. Raytracing is infamous to be a slow algorithm for rendering, however, that is not so true (anymore). For very complex scenes, raytracing will handle the render better than a typical rasterization engine. Another specific thing in relation with KiCad (PCBs) is that Raytracing don't need a special and complex construction as it is need by a triangle engine (all items must be converted to triangles and then layers are subtracted with the holes..etc) so in the end I expect that the "time from the first image" (ie: when you open a new instance of 3d-viewer and see the first image) will be faster to compute than the actual method. (At this moment for some boards, Video, HackRF..., with all features enabled , the time of loading and display it is faster than the current implementation. And there is still no optimizations on loading and multi processor) The version I am working in is here if you want take a look: https://code.launchpad.net/~mrluzeiro/kicad/kicad_new3d-viewer but nothing useful at moment to see or test. (Note: If you wondering, the version is compatible and updated with all latest updates on kicad trunk) Anyone that want to contribute something or participate is welcomed! If this can lead to something, we can get the badge of "The first EDA to implement an internal raytracing render" :) I believe that I archived about 1/3 of my goals, so don't expect any big news in the next half year. Mario Luzeiro
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