https://m4xc.dev/
Below is a high-level drawing of how it works:
Below is a high-level drawing of how it works:
It was a big gamble, I had written it as a prototype in 2 weeks, but it really paid off in the end. Saving us a ton of time and keeping our renderer clean.
Below is a code snippet showcasing the interface :)
It was a big gamble, I had written it as a prototype in 2 weeks, but it really paid off in the end. Saving us a ton of time and keeping our renderer clean.
Below is a code snippet showcasing the interface :)
(in this rather low frequency scene, more high frequency tests coming soon)
(in this rather low frequency scene, more high frequency tests coming soon)
I'm now working on splitting the Surfels into Cascades, after which I can start implementing the radiance gathering, merging, and finally applying the diffuse irradiance to the screen :)
I'm now working on splitting the Surfels into Cascades, after which I can start implementing the radiance gathering, merging, and finally applying the diffuse irradiance to the screen :)
Instead of storing the index of each Surfel in the cell itself.
Instead of storing the index of each Surfel in the cell itself.
(Yes, this compiles & runs :p)
(Yes, this compiles & runs :p)
This version seems to be more stable, and looks more satisfying when you change the N with the slider :)
This version seems to be more stable, and looks more satisfying when you change the N with the slider :)
Slang has been really nice so far; using the User Guide on their website as well as the vk_mini_samples repo.
github.com/nvpro-sample...
Slang has been really nice so far; using the User Guide on their website as well as the vk_mini_samples repo.
github.com/nvpro-sample...
Here's some Octahedral encoding visualized.
Here's some Octahedral encoding visualized.
These results are from a demo project I made for Radiance Cascades in 3D. It took quite some debugging & iterating to get here, but these results are very exciting. If all goes well I will be working on a production ready version very soon :D
These results are from a demo project I made for Radiance Cascades in 3D. It took quite some debugging & iterating to get here, but these results are very exciting. If all goes well I will be working on a production ready version very soon :D