Thierry CANTENOT's Avatar

Thierry CANTENOT

@tcantenot

Engine programmer @ Asobo Studio (A Plague Tale: Requiem, MSFS 2020, A Plague Tale: Innocence, ...). Opinions are my own. https://tcantenot.github.io https://x.com/ThierryCantenot

31
Followers
13
Following
12
Posts
21.11.2024
Joined
Posts Following

Latest posts by Thierry CANTENOT @tcantenot

On the rendering side haha, not considering the simulation part ^^'

03.03.2026 16:50 πŸ‘ 1 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

That is probably the hardest part of it all haha

03.03.2026 14:57 πŸ‘ 0 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0

But yes I think this is a good approach to start from "highest-quality" and then down.

I am gathering/cleaning some notes on the subject about a "kind of similar" approach and I'll try to post them...

03.03.2026 13:44 πŸ‘ 0 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0

Yes I do agree that this is really content-dependent (ideally we would like to sample at Nyquist frequency).

2-px per froxel cone w/ 256 depth slices is already more than 530M at 4k, 235M+ at 1440p (without occlusion culling)πŸ₯²...

03.03.2026 13:44 πŸ‘ 0 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0

You are saying that you oversample laterally near the camera but you don't actually go pixel-size right? Do you use tiles of NxN full-res pixels (N =4? 8?)

03.03.2026 09:12 πŸ‘ 0 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0

Alright thanks!

So you actually render a **lot** of froxels compared to a traditional game engine implementation! But it shows since the resulting visual quality is much higher.

03.03.2026 09:12 πŸ‘ 0 πŸ” 0 πŸ’¬ 2 πŸ“Œ 0

And still 1870* slices

02.03.2026 17:29 πŸ‘ 0 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0

This is quite a lot of slices, however the range is also big and maybe higher than a typical use case for Embergen... But let's say we want voxels of 1cm per side, this is still a crossover depth of 18.7m et 187 uniform slices.

Am I mistaken? 3/3

02.03.2026 17:25 πŸ‘ 0 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0
Preview
Frustum grid - Embergen

for a vertical FoV of 60Β° and a viewport height of 2160 pixels, if we want to resolve voxels of 10cm per side, we have a crossover depth of about 187m resulting in 1870 slices in the uniform range (www.desmos.com/calculator/k...). 2/3

02.03.2026 17:25 πŸ‘ 0 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0

Really enlightening explanations, thanks!

However there is something that feels a bit off to me, maybe I did the calculations wrong but let's go through an example: 1/3

02.03.2026 17:25 πŸ‘ 0 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0
Memory Arena - Containers - Part 1 A programmer’s brain dump

I wrote a followup post about memory arena and containers: tcantenot.github.io/posts/memory...

20.02.2025 23:04 πŸ‘ 6 πŸ” 2 πŸ’¬ 0 πŸ“Œ 0

I wrote a blog post about some thoughts and experiments about the usage of memory arenas in C++: tcantenot.github.io/posts/memory...

19.01.2025 18:24 πŸ‘ 17 πŸ” 1 πŸ’¬ 0 πŸ“Œ 1