Skip to content
0
  • Home
  • Piero Bosio
  • Blog
  • World
  • Fediverso
  • News
  • Categories
  • Old Web Site
  • Recent
  • Popular
  • Tags
  • Users
  • Home
  • Piero Bosio
  • Blog
  • World
  • Fediverso
  • News
  • Categories
  • Old Web Site
  • Recent
  • Popular
  • Tags
  • Users
Skins
  • Light
  • Brite
  • Cerulean
  • Cosmo
  • Flatly
  • Journal
  • Litera
  • Lumen
  • Lux
  • Materia
  • Minty
  • Morph
  • Pulse
  • Sandstone
  • Simplex
  • Sketchy
  • Spacelab
  • United
  • Yeti
  • Zephyr
  • Dark
  • Cyborg
  • Darkly
  • Quartz
  • Slate
  • Solar
  • Superhero
  • Vapor

  • Default (No Skin)
  • No Skin
Collapse

Piero Bosio Social Web Site Personale Logo Fediverso

Social Forum federato con il resto del mondo. Non contano le istanze, contano le persone
froyok@mastodon.gamedev.placeundefined

Froyok

@froyok@mastodon.gamedev.place
About
Posts
12
Topics
1
Shares
0
Groups
0
Followers
0
Following
0

View Original

Posts

Recent Best Controversial

  • I recently added a rendering pass in my engine to compute volumetric shapes via raymarching.
    froyok@mastodon.gamedev.placeundefined froyok@mastodon.gamedev.place

    @mirth Given the critical part here is the edges, the demonstration you propose doesn't help on this issue.
    Then one solution could be compute bits at half-res where there isn't edges (so edges are at full res), but this sounds a bit like the MSAA or Variable rate solution that were proposed in other replies, they are unfortunately difficult to implement in my engine.

    Uncategorized

  • I recently added a rendering pass in my engine to compute volumetric shapes via raymarching.
    froyok@mastodon.gamedev.placeundefined froyok@mastodon.gamedev.place

    @mirth I will scratch my head a bit about it ;)

    Uncategorized

  • I recently added a rendering pass in my engine to compute volumetric shapes via raymarching.
    froyok@mastodon.gamedev.placeundefined froyok@mastodon.gamedev.place

    @mirth Hmm, I not sure I see how I could transcribe the effect into this method. What would be the point of making it separable it, outside of the performance cost ?

    Uncategorized

  • I recently added a rendering pass in my engine to compute volumetric shapes via raymarching.
    froyok@mastodon.gamedev.placeundefined froyok@mastodon.gamedev.place

    I use a 3x3 bilateral filter, each sample is weighted by both spatial distance (sub-pixel position within the half-res grid) and depth
    similarity (to prevent light bleeding across silhouettes).

    Uncategorized

  • I recently added a rendering pass in my engine to compute volumetric shapes via raymarching.
    froyok@mastodon.gamedev.placeundefined froyok@mastodon.gamedev.place

    To illustrate a bit, In the worst-case scenario this is how it looks like:

    Uncategorized

  • I recently added a rendering pass in my engine to compute volumetric shapes via raymarching.
    froyok@mastodon.gamedev.placeundefined froyok@mastodon.gamedev.place

    @WaitForPresent Not doable with the framework I'm working with I believe, plus I'm sticking to OpenGL currently. Or I would need to emulate it myself in compute.

    Uncategorized

  • I recently added a rendering pass in my engine to compute volumetric shapes via raymarching.
    froyok@mastodon.gamedev.placeundefined froyok@mastodon.gamedev.place

    @blurple I haven't tried the checkerboard, but I tried different combination of bilinear and nearest filtering with custom weights. No luck so far.

    Uncategorized

  • I recently added a rendering pass in my engine to compute volumetric shapes via raymarching.
    froyok@mastodon.gamedev.placeundefined froyok@mastodon.gamedev.place

    @breakin Thank for sharing that idea still ! That's sounds interesting ! :)

    Uncategorized

  • I recently added a rendering pass in my engine to compute volumetric shapes via raymarching.
    froyok@mastodon.gamedev.placeundefined froyok@mastodon.gamedev.place

    @breakin I have the zbuffer yes, but I can't toy with msaa unfortunately. Here the issue is around edges of geometry, noise isn't a problem.

    Uncategorized

  • I recently added a rendering pass in my engine to compute volumetric shapes via raymarching.
    froyok@mastodon.gamedev.placeundefined froyok@mastodon.gamedev.place

    I'm not sure what I could do better, without temporal anti-aliasing. I'm open to suggestions ☺️

    Uncategorized

  • I recently added a rendering pass in my engine to compute volumetric shapes via raymarching.
    froyok@mastodon.gamedev.placeundefined froyok@mastodon.gamedev.place

    I render them at half resolution to save a bit on performance and keep it cheap. However I'm struggling to find a good upscale algorithm. Bilateral weights based on the differences on the depth buffer isn't enough.

    Uncategorized

  • I recently added a rendering pass in my engine to compute volumetric shapes via raymarching.
    froyok@mastodon.gamedev.placeundefined froyok@mastodon.gamedev.place

    I recently added a rendering pass in my engine to compute volumetric shapes via raymarching. Mostly to cast volumetric shadows with spot lights.

    Uncategorized
  • 1 / 1
  • Login

  • Login or register to search.
  • First post
    Last post