Wumpf
wumpf.bsky.social
Wumpf
@wumpf.bsky.social
Developer at https://www.rerun.io/
graphics enthusiast, co-maintainer of #wgpu <3

Previously game engine dev @ Unity & Havok
TIL: Fibonacci lattice sphere sampling.
extremelearning.com.au/how-to-evenl...

Feels like magic! Third column in the picture below:
March 16, 2025 at 8:08 PM
I think it worked out :)

Not 100% sure the SH is all correct, but quick checks looked promising. Best I add some debug options to the ui so I can easier compare "real-sky" with "SH sky"

Also, really need some shadow casting and anti-aliasing 😊
March 11, 2025 at 10:55 PM
Said atmosphere is very much in progress, a half-done implementation of Sébastien Hillaire's "A Scalable and Production Ready
Sky and Atmosphere Rendering Technique". Plus some place-holder heightmap
March 9, 2025 at 11:23 AM
actually a better idea might be to blur the mask target from which the SDF is generated - that way the outlines should get rounder as they are on the reference
February 15, 2025 at 1:50 PM
I wonder if it gets closer when you slightly blur the SDF, maybe it gets closer then? 🤔

Unless Grace answers here directly you could always try attaching RenderDoc to find out how it was done :)
February 15, 2025 at 1:49 PM