I'm proud to say I will be demo'ing my replication of Crytek's Neon Noir #raytracing in #vulkanapi at i3D 2020's poster track this year! Will be doing live tweaks+source review in the session so I encourage you to register (for free!): https://bit.ly/i3d2020reg
Probably the most sophisticated thing I've done, yet. Which is why I would appreciate any signal boosts! ❤️ 🙏
Also, much thanks to @anteru for his help debugging some issues encountered during development!
This is for those of you who like ray or path tracing:
I'd been dying to try this out: https://shadertoy.com/view/3t2BDz It's not exactly bias free but it converges really fast! Combined with a denoiser, you may be able to use it in video games without any hardware raytacing
Using @keenanisalive and @rohansawhney1's Walk-on-Sphere for actual direct lighting. Compared to brute force BSDF sampling on the right.
HighOmega v3.02 is here! https://github.com/toomuchvoltage/HighOmega-demos/releases/tag/v3.020000 Feedback is very welcome and encouraged: https://reddit.com/r/GraphicsProgramming/comments/gnsnsp/combining_radiosity_and_raytracing_again/ as I'm making this the last demo release before an upcoming game. 🤞🤞🤞
#vulkan #vulkanapi #rtxon #rtxoff #raytracing #radiosity #3d #graphics #programming
50% gloss, 50% diffuse: It's clearcoat, though R0 is 1.0 right now everywhere. Contact hardening and control over appearance modelling. No stochastic sampling, no ghosting. Preview for HighOmega v3.02
Slightly 🙂 ...coming soon. Sometimes you have to wrestle control back from the pipeline 😉
The reason R0 is 1.0 is because things never looked good enough for any change in the refractive index to make a difference: the materials have always been PBR.
Music by Mark Sparling (Garden of Hope - 2019 dailies). Check out more of his stuff on: https://twitter.com/Markymark665 . In fact the music is what made me visualize the whole thing together.
Thanks to Otavio Good for the fontmap and the SDF technique. Graffiti encoded by a new version of my very own #shadertoy utils!
So I can finally break this toot embargo a little bit 😏:
HighOmega v3.01 is here:
Would love to hear feedback here or on reddit:
I actually dared to distort an #sdf with an #fBm for this one during #spheremarching. Does result in infinite loops that need detection/termination... but that's more or less easy. Check out the shadertoy/code to learn more!
I actually tried using the luma of the ground texture to compute tangent space normalmap and bring it into worldspace to do bump mapping... but it just made everything noisier so I ditched it.
Bring me all the thoughts! 🙂
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