I’ve explained in earlier posts how to simulate a simple overdrive circuit. I’ve also explained how I implemented this in QtVST (and yes, I should have added labels on those images!), which was more or less the predecessor of Audio TK.
The main problem with simulating non linear circuits is that it costs a lot. Let’s see if I can improve the timings a little bit.
Continue reading Audio Toolkit: Optimization of the overdrive simulation
This will be my last post on this topic, I’ve actually implemented this in my raytracer a long time ago (2009..), except for the last sampler. I don’t have time to make the raytracer behave better, especially the underlying kd-tree. I have other pet projects that are more interesting to me. But this could still be of interest to some people.
Oversampling in graphics are fundamentals. Without it, you get serious aliasing effects. These can be explained quite easily. In your eye, you don’t get just one ray hitting your retina on one “cell”, you get thousands on them, and then your brain only see the mean value. The issue with the raytracer is that it only uses one ray, instead of thousands of them, because it is quite costly! But even with a small amount of rays, you can enhance the results.
Continue reading Interactive Raytracer 5: Oversampling