A small update I was tackling today - and that is skeletal animation. Now, doing anything animated with ray tracers is quite a pain...
- Static scenes - you simply build acceleration structure once ... and then you can move camera around, and everything tends to be nice and easy
- Scenes …
One of the major challenges in real time ray tracing are dynamic scenes. It is not hard to pre-compute BVHs and then just render the scene, but working with dynamic objects and geometry is challenging. To handle such scenario I've implemented multi-level BVHs where top-level BVH is rebuilt every…
I have been deciding to participate in Challenges for quite long time, mainly because I personally wanted to. And when DOOM was voted in, I decided I had to participate.
Of course I have to start somewhere (I made a road map, which is something I'm trying to hold to - and throughout the chal…
This time around I've decided to try something different (and thanks @isu diss for suggestion), which is - volumetric light scattering. To make this a bit more challenging for me, I've decided to implement this completely in Unity, all the code snippets will be mostl…
I'd like to make this a bit more regular hobby, releasing updates on my own game engine (among other projects), yet sometimes my real work steps in and I tend to be quite busy. Anyways back to the important part and that is what is this article about.
Making a game engine with WYSIWYG editor…
Welcome to the first part of multiple effect articles about soft shadows. In recent days I've been working on area light support in my own game engine, which is critical for one of the game concepts I'd like to eventually do (if time will allow me to do so). For each area light it is crucial to …
Sooner or later I wanted to do at least a bit of posting about version control systems which I've worked with and which one of those I find the best for me. In past years I've worked with various version control systems, with various interfaces.
I personally have few years of experience with…
As I have quite a bit more to share, I've decided to divide this post in 2 parts. The first one will do a brief explanation on physical lights, while the second will focus on plausible shadows (which are my first step towards area lighting).
Physical LightsAre a nice to have feature. I…