Capsaicin is not just for tacos, it's also our developer rendering framework!
v1.3 is out now:
🌶️ Added heat with GI-1.2, which includes multiple-bounce indirect lighting.
🌶️ HDR support with spicier tone mapping.
And much, much more: gpuopen.com/learn/gi-1-2-mul…
A bit technical thread 🧵
I’ve been improving the in-game ambient occlusion system - and ended up with something I call:
Blob-based Analytical Ambient Occlusion on Primitives
Here’s what it does to the final image:
(more examples later in the thread)
(1/16)
I'm working on a AO and GI for my game. For that reason I'm extending @Mirko_Salm's GT-VBAO (based on @volfaze's work). I've done two things so far:
- Sampling a distant light instead of computing AO
- Added a heuristic for estimating occluder thickness
Details and links below
GT-VBGI: Ground Truth Visibility Bitmask Global Illumination: shadertoy.com/view/lfdBWn. image: GT-VBGI (left) vs. Reference (right). 2. image: the same as the 1., but converged. GT-VBGI matches the results of a brute force ray-marcher.
GT-VBAO: Ground Truth Visibility Bitmask Ambient Occlusion: shadertoy.com/view/XXGSDd
1. image: GT-VBAO (left) vs. Reference (right).
2. image: the same as the 1., but converged.
GT-VBAO matches the results of a brute force ray-marcher. This work was partially funded by @1000orks.
Just pushed out my implementation of SSILVB, a relatively new way to compute indirect lighting and global illumination in screen space. I'm using this on my engine, but decided to release the shader code for people to play with. Full breakdown on my blog. cybereality.com/screen-space…
Coverage Bitmasks for efficient Rendering Algorithms (video and slides)
ea.com/seed/news/coverage-bi…
Check out the references - lots of interesting work
@seed