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diharaw.github.io
| | willpgfx.com
4.3 parsecs away

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| | Here we take the work previously presented in Peter Shirley's excellent book, and move it to run entirely on the GPU.
| | nelari.us
4.8 parsecs away

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| | A devlog of my GPU pathtracer project, where I am writing a physically based pathtracer from scratch using WebGPU.
| | wickedengine.net
3.4 parsecs away

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| | [AI summary] This article discusses the implementation of voxel-based global illumination (VXGI) techniques, including voxel cone tracing, conservative rasterization, and optimization strategies. It covers challenges like handling extra voxels, normal compression, and the use of interlocked max for updating voxel data. The article also addresses questions about global illumination in indoor scenes, the role of light probes, and the limitations of image-based lighting. Additionally, it touches on the integration of VXGI with shadow mapping and the importance of optimization for performance on various hardware. The discussion includes insights from readers and practical considerations for implementing these techniques in game engines.
| | kottke.org
23.7 parsecs away

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| When you perfectly match a video camera's frame rate to the rotation of a helicopter's rotors as it takes off, it lo