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Latest rendering Activity

buzzelliart
October 18, 2024 08:33 PM
Antares Engine - OpenGL - Global Illumination using Voxel Cone Tracing - test01

first experiments to achieve Global Illumination using Voxel Cone Tracing.

Adding diffuse indirect lighting. As you can see noise and perfomance impact are still very noticeable. I hope to reduce those issues in the near future.

I am taking inspiration by studying the following amazing resources:

. …

1,425 views
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giuseppe7 said:
I dispatch a Compute Shader for each instance of my model. So for example, I have 30 instancies, I dispatch a Compute Shader 30 times.

It's no mistake, but i think your approach is very inefficient.
It looks you launch only one workgroup, then wait until it is done, then launch the nex…

4,231 views
LOD selection issue

I've used progressive lod only with storing clusters directly in nodes, not groups of clusters.

I'm not sure how do you want to work with group of clusters there (or how that works in general) - the problem with DAG for LOD is that once you include single child of a parent - you have to exclude ALL …

10,384 views

I'm developing a Hierarchical LOD Nanite-style system using meshoptimizer. I'm having troubles with how to create a local index buffer from a group of merged meshlets. Is there a correct way to create a local index buffer from a group of merged meshlets? Do you have any suggestions or advice on tha…

3,624 views
gavinyork
April 21, 2024 03:46 PM
zephyr3d v0.4.0 Released - 3D rendering framework for WebGL & WebGPU

Zephyr3d is an open sourced 3d rendering framework for browsers that supports both WebGL and WebGPU, developed in TypeScript. 

Introduction

Zephyr3d is primarily composed of two sets of APIs: the Device API and the Scene API.

  • Device API
    The Device API provides a set of low-level abstraction wrappe…
9,951 views
Understanding the wavy-like shape in alpha-testing magnification for text rendering

AliAbdulKareem said:
What I don't get about it, is why does it only happen on diagonal edges or so it seems?

If the edge is aligned to the grid axis, either X or Y remain constant. So if we sample along the edge we stay always at the same ‘error’. We're still on a hyperbola as you've figured out, but…

10,955 views

@cgrant Many thanks for the reply, I will see the link that you sent to me 

6,890 views
enigma_dev
January 09, 2022 10:47 PM
DevBlog 12 - Rendering Planets and Stars Without A Skybox


I've created a starfield environment to give the game some life.

no longer do you have to fly around in pitch black, getting lost in the void.

now there are stars, planets, and a local sun.  

the fighters are now lit via the local star's direction vector from the origin.

the planets are also lit f…

11,266 views
pabloreda
January 16, 2020 11:23 PM
Rasterize voxels #6 I'm still working

Some points that were pending.

The format of the octree can be multilevel, keeping, instead of the color, the address of the octree that follows it, and if the octree that continues is the same, then it will be infinitely recursive, get to do a test of this and it worked.

In the first versions of thi…

4,052 views
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