
Trying equal-area octahedral rays for 3D Radiance Cascades (SPWI). jcgt.org/published/0003… #x3-Equal-AreaMapping" target="_blank" rel="nofollow noopener">pbr-book.org/4ed/Geometry_a…
Left: Octahedral, Right: Octahedral equal-areaCody Bennett
1.9K posts

@CodyBennett
@pmndrs, @threejs | Mathematician, Physicist | Graphics, Games, Cats

Trying equal-area octahedral rays for 3D Radiance Cascades (SPWI). jcgt.org/published/0003… #x3-Equal-AreaMapping" target="_blank" rel="nofollow noopener">pbr-book.org/4ed/Geometry_a…
Left: Octahedral, Right: Octahedral equal-area



This is real-time with per-pixel tracing, no accumulation. Software RT.

@garrettkjohnson For reference, it would look something like this. Identical to 2D with direction-major storage, except using octahedral-encoded rays and depth-aware upscaling for the extra z component. I also do a 1px trace during composite so it resolves to 1px accuracy. shadertoy.com/view/ffl3Rf














idTech 8 style Global Illumination (FAST AS HELL) in @threejs (via WebGPU) I've worked on this for 5 weeks (on and off) and it's still not there, but all the core tenets work. Next more denoising + better temporal accumulation, and some larger scale examples. (Running at 4K)

Implementing the vertical profile of Nubis/Horizon Forbidden West volumetric clouds with a ground bounce added to the atmosphere (no atmospheric perspective). Starting to play with the noise composite. First two are the typical Perlin-Worley, last two are with alligator for wisps.




