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knarkowicz.wordpress.com | ||
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wickedengine.net
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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. | |
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therealmjp.github.io
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| | | | | A little over a year ago I was looking to overhaul our shadow rendering at work in order to improve overall quality, as well as simplify the workflow for the lighting artists (tweaking biases all day isn't fun for anybody). After doing yet another round of research into modern shadow mapping techniques, I decided to do what I usually do and starting working on sample project that I could use as a platform for experimentation and comparison. | |
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c0de517e.com
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| | | | | Angelo Pesce's homepage & blog on computers, graphics and other things. | |
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kristoff.it
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| | | Let's take a quick look at what compile-time execution looks like in Zig. | ||