Vladimir Komarov
vrkomarov.bsky.social
Vladimir Komarov
@vrkomarov.bsky.social
Graphics programmer at Lesta Games (prev Wargaming St. Petersburg)
Here I post about computer graphics and my engine/renderer
mastodon.gamedev.place/@VrKomarov
https://x.com/VrKomarov
Even if I'm not working directly on rendering clouds at the moment, I still somehow take screenshots of them as I work😀
November 19, 2025 at 7:53 PM
I had previously used triangle meshes to render giant planetary atmospheres but after many unsuccessful attempts to fix all the artifacts, especially when intersecting atmosphere geometry, I decided to add support for spheres to my renderer. It works much better
October 25, 2025 at 11:12 PM
August 5, 2025 at 7:16 PM
I store the texture with additional roughness separately with BC4 compression. Unfortunately in the case of a material with a custom shader additional complications are added, for example when a normal blend is needed.
August 5, 2025 at 7:15 PM
Because of texture streamer it became necessary to almost always use mip maps, so I had to do basic normal map filtering, otherwise the surfaces become too shiny and flat. Only roughness without anisotropy for now. Images in order: mips disabled/enabled/+filtering. More below...
August 5, 2025 at 7:15 PM
Another experiment with beautiful clouds by @samuel_krug. All colors here are just from the planet's atmosphere and lightning, just different angles of the sun. It's slow but interactive and without lightning mesh light it's 2-3 times faster. Something needs to be done about this
March 7, 2025 at 5:24 PM
Intersecting heterogeneous volumes with multiscatter + exponential high analytical + mesh lights is hard. Now it's 30-40 percent faster for such scenes (more bounces more performance gain)
February 26, 2025 at 8:24 PM
December 30, 2024 at 6:41 PM
Quick test of the atmosphere rendering at long distances. The camera is in an atmosphere roughly the size of the Earth. The second volumetric sphere on the horizon with the same size, but at a distance to the Moon. I think I need to switch to doubles for positions in my engine
December 13, 2024 at 9:29 PM
And a few shots
December 5, 2024 at 9:12 PM
One day I started working on my engine/renderer and I haven't been able to stop yet
November 15, 2024 at 6:11 PM