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Godot version: 3.0.2
Win 7 64 bits, 16Go ram, GTX 960
Hi there ,
I have a level with 30 low poly static models (polycount < 1000) with spatial material and textures, an environment post process w…
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Hi there. First of all, must say how exciting this development is, great stuff!!
I was wondering if the current implementation allows for negative acceleratin areas, i.e., just like the frustum wil…
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Examine feasibility and implementation options (isosurfaces / marching cubes / depthfield rendering / splatting) for rendering high dimensional objects solely by their OPNS. (request by @darkshikamo /…
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Hi,
I've stumbled upon this interesting project(Gamma at https://github.com/kovasb/gamma) that uses datasctructures to represent and compose Shaders, and functions to compose/compile them. There's a …
codri updated
6 years ago
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- Realtime?
- Lit particles?
- Env Lights?
Possible candidates:
- Env Lights
- Voxel cone tracing
- Light propagation volumes
- Volume light mapping
- Light Grid (3D) (see AMD presentation from EG wi…
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I have just a few questions about how the Render Pipeline does it's global Illumination.
The first would probably be some recommendations on performance improvement.
I noticed right away that you ar…
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I'm playing with the new (2D) Shader language and I found myself realy surprised to see that there was no loops or integers available..
Is it normal or is the feature just missing ? And if it is miss…
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Shadow maps in three are pretty good, but in terms of technology behind them they are stuck in 1978-ish (Percentage Closer Filtering: L. Williams, Casting Curved Shadows on Curved Surfaces, Computer G…
Usnul updated
9 years ago
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ivct was orginally thought as "inverse voxel cone tracing". But the ideas that led to this name are completely obsolete now!
Wumpf updated
9 years ago
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how does it work? can it be implemented?