Insanely beautiful game but boring as hell π
Insanely beautiful game but boring as hell π
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.
"Occupancy Explained" GPC 2024 presentation slides are now available online: gpuopen.com/presentation...
Had exactly same feeling and shared it with my friends but they are mostly exited by the general atmosphere (when multiple graphics features work together somewhere in the forest nearby the swamp). Second thing that still: just using UE5 is not a silver bullet for "best graphics result".
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...
Vere nice presentation, thanks!
I'm happy that GDR becomes more and more a standard over graphics field mindset
One copy paste thing on slide 11: CPU work - Old way vs GPU Scene
Bind the bindless descriptor set
Bind a global descriptor set -> Bind a global vertex buffer
Bind a global index buffer
Alright, here it goes!
RTX pathtracing white furnace test of sponza, there some clunky artifacts with selfshadowing and non-temporal accumulatable mode bluesky can't handle well, so quickly hacked in accumulation buffer. Pretty happy with initial result, however to-do list keep growingπ|
#rtx #dx12
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...
Classic Half Life scientists... π
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...
We're very close to the release date of GPU Zen 3! a.co/d/gRPy2Ff
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.