𓃠 diinki 𓂀(@diinkikot) 's Twitter Profile Photo

Unigine 2.18 has a light-probe type called 'Raymarching environment probe', it can calculate
indirect diffuse and specular in real-time.

You can attach it to the camera to get real-time global illumination around the camera.

It's quite performance heavy by itself, BUT...

Unigine 2.18 has a light-probe type called 'Raymarching environment probe', it can calculate 
indirect diffuse and specular in real-time.

You can attach it to the camera to get real-time global illumination around the camera.

It's quite performance heavy by itself, BUT...
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𓃠 diinki 𓂀(@diinkikot) 's Twitter Profile Photo

...By using a raymarching environment probe to *only* calculate indirect specular reflections (disabling indirect diffuse),

and using it with a baked voxel light-probe which is multiplied by the sky color, you can get a relatively high-performance real-time GI effect.

...By using a raymarching environment probe to *only* calculate indirect specular reflections (disabling indirect diffuse),

and using it with a baked voxel light-probe which is multiplied by the sky color, you can get a relatively high-performance real-time GI effect.
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UG(@ugkoji) 's Twitter Profile Photo


メンガーのスポンジにSoft Shadow+Ambient Occlusionを試してみた
これだけでもかなりリアルになってくれてすごい

#raymarching #glsl
メンガーのスポンジにSoft Shadow+Ambient Occlusionを試してみた
これだけでもかなりリアルになってくれてすごい
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らぃむ☕(@Hyper_Mesh) 's Twitter Profile Photo

ヒャクアシさん 仰る通りで、おそらく左目と同じ映像が右目にも描画されている感じです

自作のRayMarchingです。PCVRだと問題なく見えるのですが、Quest単機の時だけ発生します

たしかUnityObjectToClipPosの中でSPSの条件分岐があって、そこがうまく分岐していないのかもしれません(!?) 自分で分岐いじってみます

@mukaderabbit 仰る通りで、おそらく左目と同じ映像が右目にも描画されている感じです

自作のRayMarchingです。PCVRだと問題なく見えるのですが、Quest単機の時だけ発生します

たしかUnityObjectToClipPosの中でSPSの条件分岐があって、そこがうまく分岐していないのかもしれません(!?)  自分で分岐いじってみます
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रञ्जित (Ranjit Mathew)(@rmathew4tw) 's Twitter Profile Photo

👌🏽 – the pyramid metaphor is 👍🏽 for always-working iterative :

“Making A 3D Modeler, In C, In A Week”, Daniel Hooper (danielchasehooper.com/posts/shapeup/).

Via HN: news.ycombinator.com/item?id=402391…

On Lobsters: lobste.rs/s/l6julm/makin…

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Yaazarai(@yaazarai) 's Twitter Profile Photo

MΛX (mxcop) No, did weird stuff. Branched rays then used custom interpolation.

If you get ringing with bilinear you aren't adjusting your rays during raymarching. Bilinear rays start normally, but at nearest probeN1 in the same direction, e.g.

probe + (delta * min)
probeN1 + (delta * max)

@mxacop No, did weird stuff. Branched rays then used custom interpolation.

If you get ringing with bilinear you aren't adjusting your rays during raymarching. Bilinear rays start normally, but at nearest probeN1 in the same direction, e.g.

probe + (delta * min)
probeN1 + (delta * max)
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Phobon(@thenoumenon) 's Twitter Profile Photo

(№3) - buff.ly/3QaLFAO by akella (learning)

can be one of those topics that seems super complicated, but videos like this one are awesome to help de-mistify the math and create extremely cool effects and scenes 🪄

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The Deep-Sea Fish(@AbysmalDweller) 's Twitter Profile Photo

New project idea: make a hardware implementation of raymarching and have it interface directly with a video card. That could be fun 🤔

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Yaazarai(@yaazarai) 's Twitter Profile Photo

current known Radiance Cascades optimizations:

1. Pre-Averaging (cast 4x rays, average and store 1/4x rays). 75% memory savings.
2. Store 2 cascades (required for raymarching & merging).
3. Ray extensions: cascade0 rays are used to accelerated all cascades.

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boggosort(@boggodan) 's Twitter Profile Photo

I've been reading up on how to render those cool 3D fractals with raymarching and damn it's a lot more mathematically complicated and specific than I assumed.

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Xor(@XorDev) 's Twitter Profile Photo

How Signed Distance Fields and raymarching work:
There are so many cool things one can do with this!
x.com/XorDev/status/…

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Josef Pelz(@JosefPelz) 's Twitter Profile Photo

ella Fay λ Oh no, this is far simpler. I just step through the volume in regular steps and accumulate density (raymarching). What is certainly a crucial optimization is that I calculate the shadow/light in an independent shader (no nested loops)

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