@eniko Of course cheap here is relative... :)
Doug Binks
Posts
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Made a render to show someone Fresnel effects, turned out to be quite a nice shot. -
Made a render to show someone Fresnel effects, turned out to be quite a nice shot.@eniko These single reflections are pretty cheap once you go down the ray tracing path. It's things like diffuse bounces, multiple reflections and volumetric scattering which can kill performance. That and traversing a deep data structure (which is somewhat needed to fit entire large maps in VRAM).
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Made a render to show someone Fresnel effects, turned out to be quite a nice shot.@eniko No, though I think I can get close with LOD and denoising at some point.
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Made a render to show someone Fresnel effects, turned out to be quite a nice shot.@eniko Yes (see alt text), it's a path traced render from Avoyd. There are more in our gallery: https://www.avoyd.com/media-gallery.html and there's a collection of people's Minecraft renders on https://www.planetminecraft.com/collection/198498/avoyd-renders/ (site has lots of trackers etc. so I'd use a private browser).
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Made a render to show someone Fresnel effects, turned out to be quite a nice shot.Here I compare the same render with one where I modified the water material to make it opaque and rough. With no reflections the shadows on the surface can now be observed. In the first image reflections dominate.
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Made a render to show someone Fresnel effects, turned out to be quite a nice shot.Made a render to show someone Fresnel effects, turned out to be quite a nice shot. Minecraft map: Continent of Gleamora by Dannypan.
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Started a discussion about an Open Voxel File Format on Github.Started a discussion about an Open Voxel File Format on Github. This is about storing models, scenes, animations etc. made with voxels.
Please comment there if you're interested, and boosts welcome for reach.
https://github.com/enkisoftware/OpenVoxelFileFormat/discussions/2#discussioncomment-15074076
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just realized.@efi @dotstdy @gabrielesvelto @eniko In my experience for a file format bitpacking + RLE + compression will get you about as efficient storage as an SVO unless you also use some form of deduplication with an SVODAG, preferably symmetry aware.
The advantage of an SVO in my view is more for in-memory use, ray-casting etc, and chunking can reduce those benefits.