Meow Val
banner
catkatnya.com
Meow Val
@catkatnya.com
Val, cat, MSc. ENG student, graphics programmers, musicians and just a silly nerd. Nya~. Just a silly cat that does a lot of stuff.
Pfp by @shirosh.bsky.social | Banner by me :3
have some bunnies :3
Used a custom optix render to render them and my own implementation of the optix denoiser... Finally done with uni for this year yipeeeee
December 19, 2024 at 5:37 PM
oopsie i messed up the gamma tehe, fixed it now :3
November 28, 2024 at 2:43 AM
more render shenanigans
November 28, 2024 at 2:31 AM
Now the transparent shader with global illumination :3
November 28, 2024 at 12:51 AM
wooo i did, i managed to make a transparent shader
November 28, 2024 at 12:45 AM
Oh, the weather is funny now... Went from 10 c last week to snow and freezing. Currently around 0 c
November 20, 2024 at 5:59 PM
1 sample/frame :3
November 20, 2024 at 4:39 PM
like very noisy, this is after 30 samples/frames compared to before which was 6k samples/frames
November 20, 2024 at 4:39 PM
Yipee path tracing with indirect lighting aka global illumination... kinda slow to get a good result tbh but it works. Very noisy if done in real-time but as a none real-time render it works. Looks better than the path tracing with just direct light aka direct illumination
November 20, 2024 at 4:36 PM
yup found a problem, forgot to remove the divide by three as I no longer loop over 3 vertices. Now the intensity is correct
November 20, 2024 at 4:50 AM
soft shadows? Why not... might need a bit more work but that's the result after 1k samples/frames
November 20, 2024 at 4:42 AM
wooo i fixed it, there was a term in my equation that went negative and that was why the black dots appeared. Result after 1.1k samples/frames
November 20, 2024 at 4:34 AM
hmmm not entirely sure what is causing this error that causes black dots to appear in the x axis at y0 anyways it is now using progressive sampling instead of jittering to do antialiasing. On the left is the result after 10k frames/samples while on the right is after 600 samples.
November 19, 2024 at 9:57 AM
yipeee it works, can't believe my professor answered my emails 1:30 am to help me fix my code.
November 14, 2024 at 12:53 AM
now there are boxes in the box and I fixed my shadow calculations :3. It Took me a while to fix as I did not realize most of the noise was from a value being too small aka t min was too small for calculating the shadow making the ray tracing flip out
November 12, 2024 at 4:12 PM
i know you can't see any difference from the last time I posted my rendering of the CornellBox but that's the point as all I did was change how it loaded the obj file to use a BSP tree which means I have succeeded yipeeee
November 12, 2024 at 2:13 PM
woo dragon... the lighting needs a bit of an improvement on this as the shadows are glitching out a bit but oh well
November 12, 2024 at 10:04 AM
so, I managed to make it load with an axis-aligned BSP tree now. It should be faster than before for the GPU to render, though it takes a bit longer for the CPU to process
November 7, 2024 at 8:46 AM
so uhh i fixed the lighting shader so now I can load in lights from a file. Also fixed it so there can be shadows now and on the teapot I did earlier. Now to optimize loading meshes using a BSP tree... This is going to be interesting
October 30, 2024 at 4:39 PM
i think im an idiot... so my original code for my light stuff seems to have been somewhat correct and by changing like 3 lines of code I got this result :3
I am not sure if I have made a large point light or an area light.
October 30, 2024 at 12:54 PM
Here is my attempt at smooth shading and sampling a directional light... the light is not entirely correct. Will figure out how to fix that another day
October 25, 2024 at 4:45 AM
After much fighting with the GPU buffer, I managed to load materials for a mesh....
October 25, 2024 at 4:43 AM
Needs a bit of work, but here is the Utah teapot under some basic shading and a directional light. I am going to see if I can move the directional light into a function and if I can get it to use normals for better shading so it's not so flat shading using interpolation of vertex normals :3
October 20, 2024 at 1:40 AM
Know what have fry with shorks :3
October 17, 2024 at 7:38 PM
have some old pixel art spaceships I did for a uni project... The worst part about the project was that the way they were loaded in was by me manually filling out an array with ASCII characters representing pixels and a separate array for the colour of each characters, all run in a terminal :3
October 17, 2024 at 5:15 PM