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How does Cyrill actually calculate values from cone tracing?
Is it simple alpha compositing? (highly doubt)
Is it transmittance accumulation?
@nopjia should read some papers.
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Examples:
* https://www.shadertoy.com/view/MlGXDt
* https://www.shadertoy.com/view/wtBSzc
* https://www.shadertoy.com/view/MllXz7
t3kt updated
7 months ago
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First off, thanks for all the hard work in bringing standardized ray tracing to Vulkan. Very excited about it! As part of the call for feedback, one thing that has always bothered me with big ray trac…
Lin20 updated
4 years ago
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I tried published release binaries and found that "Voxel Cone Tracing" technique does not work: rendered image (see screenshot below) significantly differs from the image demonstrated on the main page…
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Something better than a flat ambient term is needed for GI/indirect light when there is no ray-tracing support. It should ideally still be at least semi-dynamic.
Reflective shadow maps
Voxel Cone …
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#### System Information
- Ogre Version: all
#### Detailled description
So I believe this **is** an issue. Also forum seems less direct.
I'm checking out GI methods recently. I have some unders…
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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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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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cone tracing uses those colors. if we don't fix this we can not rebuild the tree dynamically in the live demo!