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.
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.
It features Atmosphere Occlusion and PBR Shading, Generalized Atmospheric Scattering Media, Solari features, PBR Fixes, Font Variations, Automatic Directional Navigation, Fullscreen Materials, Cargo Feature Collections, Camera Controllers, and more!
bevy.org/news/bevy-0-...
It features Atmosphere Occlusion and PBR Shading, Generalized Atmospheric Scattering Media, Solari features, PBR Fixes, Font Variations, Automatic Directional Navigation, Fullscreen Materials, Cargo Feature Collections, Camera Controllers, and more!
bevy.org/news/bevy-0-...
Does anyone have tips to prevent them? Usually happens when ray_t < cell_size, but I haven't found a good way to deal with it. Shrinking the cell size is way too expensive.
Does anyone have tips to prevent them? Usually happens when ray_t < cell_size, but I haven't found a good way to deal with it. Shrinking the cell size is way too expensive.
www.sebastianaaltonen.com/blog/no-grap...
I spend 1.5 years doing this. Full rewrite last summer and another partial rewrite last month. As Hemingway said: "First draft of everything is always shit".
www.sebastianaaltonen.com/blog/no-grap...
I spend 1.5 years doing this. Full rewrite last summer and another partial rewrite last month. As Hemingway said: "First draft of everything is always shit".
Realtime vs pathtraced reference
Realtime vs pathtraced reference
Realtime vs pathtraced reference
Realtime vs pathtraced reference
If you happen to attend #GPC2025 next month, feel free to say hello!
If you happen to attend #GPC2025 next month, feel free to say hello!
bevy.org/news/bevy-0-17
bevy.org/news/bevy-0-17
zeux.io/2025/09/30/b...
zeux.io/2025/09/30/b...
🗜️ The DGF SDK has been updated with a new animation-aware encoding pipeline, bug fixes, and improvements.
👉 Learn more and download: gpuopen.com/learn/animat...
🗜️ The DGF SDK has been updated with a new animation-aware encoding pipeline, bug fixes, and improvements.
👉 Learn more and download: gpuopen.com/learn/animat...
jms55.github.io/posts/2025-0...
jms55.github.io/posts/2025-0...
jms55.github.io/posts/2025-0...
jms55.github.io/posts/2025-0...
are now online
advances.realtimerendering.com/s2025/index....
Environment and Light in Godot: Setting Up For Photorealistic 3D Graphics
hexaquo.at/pages/enviro...
I've been meaning to write this for a while, both as an overview over Godot's Environment, and as an entry point to realistic 3D graphics.
#godot #gamedev
Environment and Light in Godot: Setting Up For Photorealistic 3D Graphics
hexaquo.at/pages/enviro...
I've been meaning to write this for a while, both as an overview over Godot's Environment, and as an entry point to realistic 3D graphics.
#godot #gamedev
Just published my open source crate for using DLSS in wgpu! Supports both super resolution and ray reconstruction.
Also look forward to DLSS support in the upcoming Bevy 0.17 release!
Just published my open source crate for using DLSS in wgpu! Supports both super resolution and ray reconstruction.
Also look forward to DLSS support in the upcoming Bevy 0.17 release!
bevy.org/news/bevys-f...
bevy.org/news/bevys-f...