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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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### Godot version
4.5 Beta 5
### System information
Windows 11, Nvidia RTX4070ti, AMD Ryzen7700x
### Issue description
Voxel GI creates extreme banding artifacts from sky indirect contribution wh…
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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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## 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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* 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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**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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Its part of the GL api so gotta do it some day
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This is to use as an open discussion thread.
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OpenGL is for rastering, so, what about ray tracing? AMD implement it using shaders (GLSL?)
For voxels, ray tracing is the way to go to render with solid internals reflected?
https://github.com/…