Olivier Therrien

65 posts

Olivier Therrien

Olivier Therrien

@volfaze

R&D Graphics Programmer at CDRIN

Québec, Canada Beigetreten Temmuz 2016
371 Folgt337 Follower
Alex Goldring
Alex Goldring@SoftEngineer·
SSGI (screen-space global illumination) in WebGPU. Technically this is "near-field diffuse screen-space ray-traced indirect lighting". We trace SSAO, and as we sweep arcs - we also integrate lighting along the occluded arc. This is a very natural extension to GTAO or any other horizon-based technique, as it already sweeps arcs. The irradiance is encoded in a u32 texture using rgb999e5, so it's quite compact. I'm not doing any denoising here, in practice you would apply at least spatial denoising. Writeup: discourse.threejs.org/t/ssgi-screen-…
English
4
11
156
6.9K
Olivier Therrien retweetet
Mr F
Mr F@guycalledfrank·
Meanwhile Suslik (Alexander Sannikov) is improving Radiance Cascades for the general 3D case: youtube.com/watch?v=rG2aok…
YouTube video
YouTube
English
4
11
139
15.2K
Olivier Therrien retweetet
AMD GPUOpen
AMD GPUOpen@GPUOpen·
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-m…
English
3
27
104
7.6K
Olivier Therrien retweetet
Florisium
Florisium@florisium·
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)
Florisium tweet mediaFlorisium tweet media
English
8
32
218
19.9K
Olivier Therrien retweetet
Björn Ottosson - making Island Architect
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
Björn Ottosson - making Island Architect tweet media
English
2
35
270
20.3K
Olivier Therrien
Olivier Therrien@volfaze·
@Mirko_Salm Nice! For the cosine weighted version, if you do a dot product with the tangent (of projected normal) instead of view, I think samples would already be in cosine space and won't require acos
English
0
0
2
348
Olivier Therrien
Olivier Therrien@volfaze·
@NickChapmn (3/3) Maybe a more accurate way to do this would be to reweight the final contribution so it adds up to 1 (untested). Just removing the term and assuming the sample covers the entire sector is certainly more correct.
English
3
0
0
34
Nicholas Chapman
Nicholas Chapman@NickChapmn·
Hi, @volfaze , regarding the 'Screen Space Indirect Lighting with Visibility Bitmask' paper - first off great work, it's such a clever idea. It's fantastic to get realtime indirect illumination, even if it is in screen space :)
English
1
0
1
133
Olivier Therrien retweetet
Mirko
Mirko@Mirko_Salm·
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.
Mirko tweet mediaMirko tweet mediaMirko tweet media
English
2
41
196
11.6K
Olivier Therrien retweetet
SubstrataVR
SubstrataVR@SubstrataVr·
Got screen-space global illumination working! (still pretty hacked up)
SubstrataVR tweet media
English
2
6
20
817
Mirko
Mirko@Mirko_Salm·
unidirectional GT-VBAO: shadertoy.com/view/Xc3yzs 1. image: GT-VBAO (left) vs. Reference (right); single direction. 2. image: the same as the 1., but converged. No need having to always ray march bidirectionally anymore.
Mirko tweet mediaMirko tweet mediaMirko tweet media
English
3
4
38
3.1K
Mirko
Mirko@Mirko_Salm·
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.
Mirko tweet mediaMirko tweet mediaMirko tweet mediaMirko tweet media
English
4
53
290
23.5K