cce information 1458 glöps
- general:
- level: user
- personal:
- cdcs:
- cdc #1: Secret Rooms
- cdc #2: Overdrive 2 by Titan [web]
- demo Windows A New World Awaits by Peisik [web] & ____blnk
- Hey thanks for the kind words everyone! This demo was a lot of work and I'm glad to see such a warm response :)
About the renderer: It's a raymarcher that saves world-space points to a big ring buffer instead of directly writing a color to the screen. All the points (31 million) are then projected and plotted each frame. Only a couple of million points are generated each frame so the buffer keeps ten frames worth of history or so, in a way giving temporally amortized ~10x supersampling.
The camera transform for point generation is decoupled from the camera that plots the final points, so I cheat by generating some points in advance :) This is not something that's so easy with regular TAA. I've described this in my last year demo's writeup.
Quote:My best guess (thanks to the shot that moves the camera apart from the acceleration structure) would be some sort of world-space surface caching for the first hit rays, and then accumulating the result of further paths in that?
World-space surface caching yes, bounce lighting no. Just a traditional single shadow ray on intersection, a few SDF evaluations for ambient occlusion, and a texture read of a blurry irradiance map for IBL. Still, supersampling seems to make it all look more high-fidelity than it is. Also, that shot where the camera moves "outside the scene" is there exactly because I wanted to reveal how it all works.
Quote:btw, heavy use of reprojection on the render by any chance? :) (noisy when fast moving, artefacts at the screen edges)
It's not really reprojection because all points in the whole ring buffer mentioned above are projected each frame. But yeah, diffuse lighting gets reused and all geometry is assumed to be static, as well as the sun. Specular shading is recomputed every frame and not cached (this is where regular TAA could've helped). I forgot to bump up the internal renderer resolution for the party release which might have reduced the artefacts.
The whole thing is pretty slow but the code is easy to work with. For example the trees are also rendered with the same plotting system even though they are not raymarched (they are random sampled billboards with normals and depth). I might write a more detailed explanation of the whole contraption later. - isokadded on the 2021-04-06 16:14:30
- demo Windows Babylon by Cocoon [web]
- What Zavie said.
- rulezadded on the 2021-04-06 13:24:37
- demo JavaScript Color by Ninjadev [web]
- Prisms :)
- rulezadded on the 2021-04-06 13:21:59
- 4k Amiga OCS/ECS SoftWired by Oxygene [web]
- I liked it
- rulezadded on the 2021-04-06 13:21:01
- 4k procedural graphics Windows Making Good Progress by Fizzer
- Works on many levels but I really love the technical details explained by fizzer above. Polaroid portals + a custom compression scheme for scene data = awesome!
- rulezadded on the 2021-04-05 16:48:22
- 4k procedural graphics Windows You Are Here
- It's a sofa but in my computer
- rulezadded on the 2021-04-05 16:43:24
- 64k Windows Deus Cervidae by Nuance [web]
- A great show and also
Quote:DEER GOD
- rulezadded on the 2021-04-05 15:54:39
- 64k JavaScript Condition by FMS_Cat [web]
- I love Virtual Self and I love all about this! Those quick cuts into a VHS looking B-reel were truly sublime. The song is also 100% legit. Amazing.
- rulezadded on the 2021-04-05 15:50:48
- demo Windows There by Still [web]
- Such a delicate piece. Must absolutely be watched in realtime to appreciate the movement and depth.
- rulezadded on the 2021-04-05 14:54:17
- 4k procedural graphics Windows Red Crash by NuSan
- Boom!
- rulezadded on the 2021-04-05 12:18:03
account created on the 2009-12-07 15:57:53
