Closed yogwoggf closed 6 months ago
So, progress:
Almost done, but the smoothing filter is definitely broken.
Another great read: https://graphics.cs.kuleuven.be/publications/PSIRPBSD/PSIRPBSD_paper.pdf That one actually explains how to extract a 3D normal from 2D texcoords. They also fucken generalized attribute blending which is a major part of Gelly!!!
Think I have an idea for ultra-fast rendering.
This is by Bill Bilodeau, and his experiments show it's roughly ~1.8-2.4x faster than a geometry shader. In one of Gelly's worst cases, that's about 64 fps compared to 32 fps. I think it's worth it, but after realizing that it isn't obscenely faster, I think this can safely be put on the backburner.
Because FleX has neighbor, anisotropy and generic particle data for us, it's better to implement an anisotropy-based solution. Paper: https://www.sciencedirect.com/science/article/pii/S0097849322002308 This paper is state-of-the-art, and was published February of 2023.
Scope
gelly-renderer
gelly-engine
(for feeding anisotropy data)Acceptance Criteria
Proposed solution
I think the best way to tackle this is to copy the modern method which is just raytracing a sphere in parameter space, and transforming the results out of parameter space using the anisotropy matrix.