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MΛX
310 posts

MΛX
@mxacop
Software engineer fascinated by hardware, electronics, & the niche. Studying graphics programming at BUAS 🤟 Intrigued by voxels, pixel art, & graphics.
参加日 Temmuz 2011
62 フォロー中891 フォロワー

@tran_thuc97537 We didn’t have time for it, we have dynamic AO with IBL instead.
Because the levels are very open it works really well :)
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We've used the voxel game-engine we build as a team of students to make a little diorama puzzle game :)
This has been an very fun experience, building from the ground up, working together with designers and artists!
Game: buas.itch.io/zentera
Engine: youtu.be/uvLZn1X_R0Q

YouTube
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Here's our new SSGI asset with a focus on highly responsive and accurate denoising, using ReSTIR ray validation. Both HDRP and URP are supported.
It’s currently in Beta, but already available (along with our other assets!) on our Patreon: ipgames.gitbook.io/patreon
#gamedev #indiedev #unity3d #raytracing
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The past 8 weeks I've been working in a team of fellow students on a voxel game engine. I've been primarily working on the graphics, creating a cross-platform render graph for us, and working together with
@ScarakLynn on our cone-traced lighting, and various graphics features! :)



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@ChopperLin89 @thefranke That’s ray tracing single shot diffuse global illumination, I’d argue that’s not an unexpected time. You can temporally amortize by shooting 1/4 or 1/8 of the rays per frame. There’s probably also still room for optimization in the ray traversal algorithm I used.
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@mxacop @thefranke surfel gathering taking 5ms in sponza scene? hmmm....
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I decided to open source my implementation of Surfel Radiance Cascades Diffuse Global Illumination, since I'm not longer actively working on it. Hopefully the code can serve as a guide to others who can push this idea further :)
github.com/mxcop/src-dgi
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@bendzzArt It’s quite difficult to explain RC in a Twitter message hahahaha
There’s quite a few resources on the topic out there if you’re curious to learn more about it.
Including my own article m4xc.dev/articles/funda… which focuses on the fundamentals in 2 dimensions :)
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@bendzzArt Radiance Cascades in 3D usually is done by evaluating radiance only on visible surfaces. Because going full 3D grid is very memory intensive.
In this case I’m using Surfels as a way of placing those surface probes, and making them temporally stable.
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@mxacop Huh that's different. So the sampling is done from these "surfel" surface dots in your blog, but i still don't get how radiance cascades can work in 3D since they seem like an inherently 2D screen space effect. Maybe like SS ambient occlusion..? But that has shortcomings

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Graphics Programming weekly - Issue 376 - January 26th, 2025 jendrikillner.com/post/graphics-…

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@TheLordSauron__ In my case one Surfel could cover multiple blades of grass / leaves. The Surfels kind of act like spheres, they’re designed to gather low frequency light information. So they won’t capture the shadows of individual grass blades for example.
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@mxacop how do surfels handle geometries like grass and leaves do i still need to handle them in a special way?
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I wrote a blog post on my implementation of the Surfel maintenance pipeline from my Surfel Radiance Cascades project. Most of what I learned came from "SIGGRAPH 2021: Global Illumination Based on Surfels" a great presentation from EA SEED :)
m4xc.dev/blog/surfel-ma…

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@Ademola_4life Performance wise, since I have yet to implement Voxel GI myself, I'm not confident enough to comment on that. However, I might be implementing VCT at some point in the near future :)
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@Ademola_4life If you're referring to Voxel Cone Tracing it can be combined with Surfels. The Surfels are essentially a way to discretize the surfaces in the scene, from which you can then cast rays, or cones. So, the two are not mutually exclusive.
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@clabaultt @h3r2tic I mainly looked through the code on their GitHub, I didn’t use it as is, for me it was more of an inspiration :)
github.com/NVIDIAGameWork…
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