Media Summary: Scene is lit only with direct sunlight + GI calculated from SSRC, nothing else. Following the footsteps of ... My previous sparse RC demo was running with a screenspace raymarcher because it was easy to implement at the time. But now ... This is an implementation of classic full 3d world space
Polygonal Radiance Cascades - Detailed Analysis & Overview
Scene is lit only with direct sunlight + GI calculated from SSRC, nothing else. Following the footsteps of ... My previous sparse RC demo was running with a screenspace raymarcher because it was easy to implement at the time. But now ... This is an implementation of classic full 3d world space This experiment is a continuation of my previous 2d GI algorithm, now expanded to 3d. In a real-world application one would ... Hello Everyone! I'm exited to showcase the demo for the new lighting details that I try to implement in my game engine. Kept you waiting? In this video I present my new project -
Added colored materials and glowing cubes to a 1024^3 voxelized sponza scene. It's a little buggy, but it's quite fast. Average ... This was run on a GTX 970 GPU. See my Twitter profile for more: Sponza is stored in HRC and is rendered directly. No substances were abused during the making of this video. I'm working on a ray-traced voxel engine for rendering games. This is a new experiment I'm running that puts In this demo I showcase a cluster-based streaming approach where ... Global Illumination 25:32 Rendering a Frame in Coral Engine 31:03 Blossom - Grass Rendering 38:52