Vilem Otte's Journal

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Czech Republic
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4 followers
32 entries
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Vilem Otte
September 15, 2019
DOOM: Skeletal Animations & Dynamic BVHs

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 …
5,488 views
Vilem Otte
September 03, 2019
DOOM: Multi Level BVHs

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…

6,621 views
Vilem Otte
August 21, 2019
DOOM: Challenge accepted!

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…

4,286 views
Vilem Otte
March 10, 2019
Engine: Virtual Textures

Implementing terrain tools is somewhat time consuming (in addition with me being quite busy in past 2 months - on topics I can't write too much about). Anyways terrain system and authoring tools in my engine start to look good, here is a small sneak peek:

Read more in Vilem Otte's Journal

3,598 views
Vilem Otte
December 13, 2018
Effect: Volumetric light scattering

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…

13,669 views
Vilem Otte
December 09, 2018
Engine: Save/Load and other fun

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…

3,440 views
Vilem Otte
August 22, 2018
Effect: Area light shadows (Pt. 1 - PCSS)

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 …

8,845 views
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Vilem Otte
August 04, 2018
Hint: Version Control

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…

3,255 views
Vilem Otte
July 11, 2018
Effect: Black hole background

For one of the upcoming projects (which will follow in some of the following posts), and as it had to fit the lore of the game, a black hole was necessary. Before going forward - let me add an image of what result I want to achieve:

Artist conception of black hole - NASA/JPL-Caltech

4,532 views
Vilem Otte
July 04, 2018
Engine: Physical lights, plausible shadows, etc.

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 Lights

Are a nice to have feature. I…

4,542 views
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