Implemented a quick volumetric fog technique in my playground project, this is screen-space raymarching (not froxel-based). Could extend it with depth peeling for transparency, 3D noise textures for variety, and render at half/quarter res with bilateral upscaling + dithering for optimization.
Nikita Krupitskas
@krupitskas.bsky.social
accelerating rendering ex Sains Row 3 Remaster, Enshrouded, Six Days in Fallujah
"Occupancy Explained" GPC 2024 presentation slides are now available online: gpuopen.com/presentation...
gpuopen.com
This took quite some time to make. So here it is: GPU driven rendering in AnKi. Will be covering: GPU persistent data, GPU occlusion, mesh shaders and more www.youtube.com/watch?v=QNN3...
GPU driven rendering in AnKi 3D Engine
YouTube video by Panagiotis Christopoulos Charitos
youtube.com
Gamedevs: I'm putting together a document that's meant to serve as a learning guide for those aspiring to work as a games programmer or technical designer. What am I missing? docs.google.com/document/d/1...
Game Programmer Skills Development
Skills for Game Programmers and Technical Designers This document attempts to outline useful skills for game programmers and “technical designers” who work in games. Important note: The topics in t...
docs.google.com
I literally can't understand why HLSL still not provide PI and TWO_PI as built in constants in 2024. Like really, is there any reason for that?
Finally! I can sample material information in my RTX pathtracer mode (red background). Visually both outputs albedo for comparation (RTX without mips and alpha cutoff). Took me quite a lof of heavylifting with indirect techniques. Highly recommend @mjp123.bsky.social Chapter 17 of Raytracing Gems 2
To be presented in SIGGRAPH Asia: A path tracing-compatible formulation for general-purpose wave transport. See how light transport, under rigorous Wigner optics, can be done practically for optical, long-wavelength (RADAR/cellular), and acoustics applications. ssteinberg.xyz/2023/03/27/r...
A Generalized Ray Formulation For Wave-Optics Rendering
Under ray-optical light transport, the classical ray serves as a linear and local "point query" of light's behaviour. Linearity and locality are crucial to the formulation of sophisticated path tracin...
ssteinberg.xyz
Lets shoot first post here with some graphics stuff! Adding indirect draw for GPU driver pipeline in my engine and I *love* how this structures and organizes my data even more. At some point it just *clicks* for all passes. Forward/RTX path tracing/Shadows. Everything start working in unison.