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Make the binary search optional (update: I'd rather you not use bsearch) as well as the usage of a quad channel cone-map
https://developer.nvidia.com/gpugems/GPUGems3/gpugems3_ch18.html
Need an ir…
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## What problem does this solve or what need does it fill?
I'm working on adding voxel cone tracing, which requires meshes to be processed with a compute shader. Right now, some of the compute bindin…
Dimev updated
3 years ago
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Hi!
I'm doing some research on Voxel Cone Tracing, so that I can implement it in VR. I found your implementation on Android, and I found it interesting to check it with newer hardware. However, whe…
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**Godot version**
3.1.1
**OS/device including version:**
Windows 10(64 bit)
Running on a laptop with a 1060, i7-8750H @ 2.20GHz and 16 GB ram
**Issue description:**
Building lighting with a GI …
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* 5\.Design a full real-time global illumination solution
Reference:
> * Real-time Rendering
[\[Moller 2018\] Tomas Akenine Moller, Eric Haines, Naty Hoffman, Angelo Pesce, Michal Iwanicki, S…
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Hi,sonicether.This addon is amazing.
I found in SEGI.cs, the high setting is 256.I have tried to increase the number to 512 or more.But the result doesn't change.
public enum VoxelResolution
{
…
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Note this ticket is for tracking my work. I'm the one implementing it.
The work can currently be found in [matias-global-illumination](https://github.com/darksylinc/ign-rendering/tree/matias-global…
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### Godot version
3.5.beta (5194c612a)
### System information
Fedora 34, GeForce GTX 1080 (NVIDIA 470.74)
### Issue description
GIProbe rendering displays the sky too bright in reflections unless…
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Per [a code review code discussion](https://github.com/celeritas-project/celeritas/pull/291#pullrequestreview-852818286 ) with @hahnjo, the `CalcSafetyDistance` algorithm (unused but in there as a pla…
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Following a remark made by Waldo Tobler on the early representations that he found "difficult to understand, in part, I think, because political boundaries, or other identifying information, were not …
ghost updated
5 years ago