That looks amazing!
I wanted to try to replicate it. This is the closest I've got so far.
That looks amazing!
I wanted to try to replicate it. This is the closest I've got so far.
The #WebGPU global illumination engine is getting somewhere, now with volumetric light shafts (00:58) and fully destructible environments. Sorry about the mouse cursor, that's how you know it's real, AI would _never_.
Got some time to spend on the pathtracer denoiser. It's getting there, and the next step is to fix those disocclusion artefacts.
I will start working more and more on this project, and share more info hopefully soon!
#rust #webgpu
For contrast, here's a naive attempt in my renderer.
I'd say it clearly demonstrates how amazingly clean yours is...
Wow that looks amazing!
Each time I'm still blown away by how responsive the lighting is in your renderer.
Hey Fran @carucci.photography (: Here's another report for you: github.com/Atrix256/Thi...
Linux support works really well! Superb job.
Keyboard support is a tricky one, though.
bsky.app/profile/hike...
They work now! thirteen.h and tinybvh.h make for quick and easy multiplatform ray tracing (:
Here's Ubuntu and macOS.
Sorry, I wasn't clear. When it's realtime at 1spp, it's super noisy. This video has lots of accumulated samples and took overnight to render. Very minimal denoising here.
That's on my Metal ray tracing renderer, using GPU hardware acceleration. So it only took overnight to render...
Rendering 1spp is pretty fast (easily realtime), but there's plenty of room to improve convergence and denoising.
The final boss for this mini-renderer. Zorah and a (minified) Moana island.
TinyBVH makes it almost too easy.
It's the other way around: I normally shrink a thing to voxel size and build a Sponza scene out of it! bsky.app/profile/hike...
Unbelievable but true: this renderer also works with non-Sponza scenes!
Ah oops, I created my own threads like a noob (:
thirteen.h + tinybvh.h = easy pt
It takes no time to use the week-end code with thirteen.h! 🤣
It's hard to make it look good, but it's pretty easy to make it look weird...
ShaderToy Wcd3W2 by Shane.
Live interaction: it reacts pretty quickly in a nice open scene like this.
Path traced scene with a shader as the sky. Shader from Xor: https://www.shadertoy.com/view/3fKSzc
Nice, it worked easily in a quick test.
That looks amazing! And the lighting is incredibly reactive. Nice one.
Inspires me to add it to my renderer too, although it won't look nearly as good.
I think most raytracing effects and denoisers don't really think about needs of fast games like shooters.
For my RTGI denoiser, i put in a lot of care to get an immediately readable and stable image from the first frame after dis-occlusion.
its very satisfying.
New post on how to do real-time diffuse global illumination using surfels and #WebGPU: juretriglav.si/surfel-based... #threejs
Original: an old photo I took in the forest
3D voxelized scene in the day.
3D voxelized scene in the night.
3D voxelized scene in the day with volumetric fog.
This was a fun quick experiment:
Using an old photo I took in the forest, I used ml-sharp to generate gaussian splats from it, voxelized it in my toy renderer, relit the scene dramatically.
#rendeting #metalrt
Switched from ImGui to SwiftUI
Looks amazing!
Path-traced render of an off-white folded fractal.
Path-traced render of a colorful folded fractal.
Coloring a fractal is interesting in itself. Finding good colors is tricky. Applying them to the "right parts" is tricky.
Here's a comparison of off-white vs a value that's displaced relative to the folding for each iteration (then mapped to a color ramp).
#fractals #rendering #metalrt
Ok, so I'm completely stuck trying to debug this.
Left is pathtraced reference, right is my realtime renderer. Top row are metals, bottom row are dielectrics, and roughness goes from 0 to 1 left to right.
Render a fractal in 2 easy steps.
1. Render a sphere.
2. Render the rest of the... fractal.
#rendering #metalrt
No, this is classic ray marching IFS. In the distance function, take your position: mirror with abs(), rotate a bit, offset a bit, repeat for a few iterations.
How to render a fractal in two easy steps:
1. Render a fractal.
2. Fold it into a fractal.
#rendering #metalrt