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## 루멘 특징
- Dynamic Global Illumination
카메라 라이팅 머트리얼 등의 값들이 실시간으로 바뀔때마다 반영
- Hybrid Ray-Tracing
메쉬를 볼륨변환-> 머티리얼, 라이팅정보를 텍스쳐아틀라스로 저장하여 surface cache 생성 -> world Lighting 구현 -> 렌더
- GPU 베이스, 병렬…
fxzyk updated
8 months ago
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Custom light sources were added in https://github.com/AnalyticalGraphicsInc/cesium/pull/8493 but there are still some limitations: only one light is supported and it must be a directional light.
It…
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# sig-graphics-audio Feature Grid
### Graphics Rendering Subsystem
Place Holder**
| Subsystem | Detail |
|:------|:---------:|
| Rendering | |
| | Directx12 |
| …
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Why is every transparent object don't render transparency? All the leaves and decals have just black bg. It is important to include this in the demo to demonstrate performance difference between forwa…
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yeah that would be great ...
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[Shiny Blender Dataset](https://storage.googleapis.com/gresearch/refraw360/ref.zip) contains some reflective objects and is frequently used for evaluating inverse rendering. If you have conducted rela…
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- With cats
- RTX on!
- Do as much as possible with RTX?
- Shadows? Ambient occlusion? Global illumination and hardcore caching? SDFGI?
- Global illumination (and probably no shadow mapping)
…
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* we can implement PBR by merging the Zenith Engine's code with the code from [Thexa4's PBR Source implementation](https://github.com/thexa4/source-pbr)
* we can implement Deferred Shading/Lighting …
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https://github.com/Azaezel/Torque3D/tree/DeferredShading3.6.2