Olivier Therrien retweeted
WebGPU实现的gtvbao,效果超出预期。
算法参考:github.com/norio/three-gtvba…
模型来自:sketchfab.com/shahriyarshahr…
Olivier Therrien retweeted
Meanwhile Suslik (Alexander Sannikov) is improving Radiance Cascades for the general 3D case: youtube.com/watch?v=rG2aok2S…
Olivier Therrien retweeted
Capsaicin is not just for tacos, it's also our developer rendering framework!
v1.3 is out now:
🌶️ Added heat with GI-1.2, which includes multiple-bounce indirect lighting.
🌶️ HDR support with spicier tone mapping.
And much, much more: gpuopen.com/learn/gi-1-2-mul…
Olivier Therrien retweeted
A bit technical thread 🧵
I’ve been improving the in-game ambient occlusion system - and ended up with something I call:
Blob-based Analytical Ambient Occlusion on Primitives
Here’s what it does to the final image:
(more examples later in the thread)
(1/16)
Olivier Therrien retweeted
SSGINode: New node for screen-space global illumination
github.com/mrdoob/three.js/p…
Olivier Therrien retweeted
Distant light sampling for GT-VBAO with different quality options: shadertoy.com/view/wc2SzR (+ the math: shadertoy.com/view/wcsXDN)
Olivier Therrien retweeted
Nice li'l new video covering (some of) the history of SSAO algorithms:
youtube.com/watch?v=g4or1fDa…
Olivier Therrien retweeted
I'm working on a AO and GI for my game. For that reason I'm extending @Mirko_Salm's GT-VBAO (based on @volfaze's work). I've done two things so far:
- Sampling a distant light instead of computing AO
- Added a heuristic for estimating occluder thickness
Details and links below
Olivier Therrien retweeted
GT-VBGI: Ground Truth Visibility Bitmask Global Illumination: shadertoy.com/view/lfdBWn. image: GT-VBGI (left) vs. Reference (right). 2. image: the same as the 1., but converged. GT-VBGI matches the results of a brute force ray-marcher.
Olivier Therrien retweeted
The quest for the best SSAO continues!💪
SSRT3
raw.githack.com/zalo/three.j…
GTVBAO
raw.githack.com/zalo/three.j…
github.com/mrdoob/three.js/i…
This technique improves our Visibility Bitmask AO by adding support for cosine weighted sampling, among other enhancements. Very interesting!
GT-VBAO: Ground Truth Visibility Bitmask Ambient Occlusion: shadertoy.com/view/XXGSDd
1. image: GT-VBAO (left) vs. Reference (right).
2. image: the same as the 1., but converged.
GT-VBAO matches the results of a brute force ray-marcher. This work was partially funded by @1000orks.
Our SSRT3 GI plugin for Unity is now open-source! Pull requests are welcome for new features or improvements.
github.com/cdrinmatane/SSRT3
Olivier Therrien retweeted
Graphics Programming weekly - Issue 350 - July 28th, 2024 jendrikillner.com/post/graph…
This article by @cybereality is a great overview of our paper "Screen Space Indirect Lighting with Visibility Bitmask". Even comes with GLSL code!
Just pushed out my implementation of SSILVB, a relatively new way to compute indirect lighting and global illumination in screen space. I'm using this on my engine, but decided to release the shader code for people to play with. Full breakdown on my blog. cybereality.com/screen-space…
Olivier Therrien retweeted
🚀 Exciting news! Our scientific paper, led by CDRIN
researcher-programmer Olivier Therrien (@volfaze) in collabo with Yannick Lévesque (@cegepmatane) and Guillaume Gilet (@USherbrooke), got featured in a @twominutepapers video on #RayTracing! bit.ly/41N6TJz
Olivier Therrien retweeted
Coverage Bitmasks for efficient Rendering Algorithms (video and slides)
ea.com/seed/news/coverage-bi…
Check out the references - lots of interesting work
@seed
Very nice Shadertoy implementation of our paper "Screen Space Indirect Lighting with Visibility Bitmask" by Mathis: shadertoy.com/view/dsGBzW
Paper here: arxiv.org/abs/2301.11376
The slides of our presentation at CG Spotlight are now available: cdrinmatane.github.io/posts/…




































