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Prikvačeni tweet
Anybody getting sick of the Crytek Sponza scene yet? I feel like I practically live here now... Anyway, textures reflect, and I'm experimenting with what would be sunlight. 4spp, denoiser turned off. With direct lighting I bet it'd look pretty good!
#screenshotsaturdaypic.twitter.com/ZxpMkT9l4PHvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi -
John "Lin" proslijedio/la je Tweet
I'm now hiring full-time scientists and PhD interns at NVIDIA Research. Work on perceptual rendering, esports, and cloud/split rendering using your CS/EE with game, network, ray tracing, ML, or human vision expertise! DM or email me: mcguire@nvidia.comhttps://www.youtube.com/watch?v=I5AOnsSPpYo …
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Real-time path tracing, the holy grail of graphic techniques, has finally reached our voxel world. Let's all take that walk now.
#voxels#gamedev#RTXOn#rtx@NVIDIAGameDevpic.twitter.com/qZmY6EyYznHvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi -
Anybody want to go for a walk? Experimenting with a new proof-of-concept path traced lighting technique. Aiming for it to be real-time in the coming weeks!
#voxels#ProceduralArtpic.twitter.com/UNEwaVWH69
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New year, new profile, new eye candy: god rays and falling leaves.
#voxels#gamedev#rtx#ProceduralArtpic.twitter.com/TL9EBO1AEvHvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi -
The only downside to having volumetric clouds is that standing on the ground and waving some cloth around doesn't seem all that cool in comparison.
#voxels#gamedev#rtx#ProceduralArtpic.twitter.com/kH0aK5eLqkHvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi -
5 Million blades of grass, thousands of flowers and hundreds of trees coming together to make one
#voxel scene that's starting to come to life. 100%#rtx using the@NVIDIAGameDev@VulkanAPI ray tracing extension.#gamedev#ProceduralArtpic.twitter.com/jqx0VtKBPyHvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi -
Leaves move in the wind, AO rays, collisions/walking and sculpting! Lost a bit of hair with getting all the
@VulkanAPI stuff right but super happy with how everything turned out. The 27 spp AO is a bit expensive though.#rtx#gamedev#ProceduralArtpic.twitter.com/5Igh9Dj34EHvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi -
I think this is what Bob Ross's trees would've looked like in 3D. I now need the leaves rustling in the wind, god rays, falling leaves, tall grass, flowers, water streams, and VR. :')
#voxels#gamedev#ProceduralArtpic.twitter.com/Rgew5kNyYTHvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi -
Having a lot of fun playing with leaf colors. I reeeaally need leaf rustling now.
#voxelspic.twitter.com/0ILNUo2h8j
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Excuse the flickering since I don't know *quite* how to Vulkan well yet, but I spent the weekend coming up with a tree growth system. Leaves, environmental envelopes, roots and branch variation to-do, but I do like this quite a bit.
#voxels#ProceduralArtpic.twitter.com/wsNMSYvWFkHvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi -
Soft voxel shadows (16spp, not randomized so noise-free) and color blending. Next up is probably going to be some vegetation and tree growth.
#voxelspic.twitter.com/vWF6Qd4Btj
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I spent the past week reading up on
@VulkanAPI and managed to write a voxel tracer this weekend, more or less on top of the tutorial base code. It uses the built-in AABB intersections, so it's fully RTX accelerated. Nice 0.5ms per frame at 720p :)pic.twitter.com/7T5SeVohps
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Another RTX-accelerated volume idea: A BVH that stores small texture chunks at the leaves like GigaVoxels which are marched after the hardware does AABB testing. Would allow for mipmapping, interpolation and a form of cones. Might be slow, but might also be not.
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*cries in still picking a graphics api*https://twitter.com/tuxedolabs/status/1197835894742499328 …
1:02Hvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi -
What if instead of a voxel octree, we used an adaptive tetrahedral hierarchy to accelerate ray (and cone!) tracing? The surface would still use triangles, which means RTX acceleration, and the scene would still remain volumetric for simulation. I might explore this further.
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Okay, I spent a day working on a program that dumps full
@OldSchoolRS map regions from ~2006 into OBJ and PLY models, which can then be imported into my cone tracer. Obviously it's not perfect and textures are to-do but woooow is voxelized RuneScape super charming.#voxelspic.twitter.com/3haSqpeHAVHvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi -
I thought to myself, why not replace the Stanford dragon with the
@OldSchoolRS KBD? And then I decided to check out other models. Now I kinda want to work with the RuneLite team to bring RTX to OSRS lolpic.twitter.com/5H8WA5QIGzHvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi -
Here's ESVO "cone" tracing. Unfortunately it's not very usable beyond some based LOD, and it's *extremely* slow so I'll have to ditch it and go with something like GigaVoxels that supports interpolation and mostly pointerless tracing.pic.twitter.com/vgyVugRSXO
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Day one of octree ray tracing: Depth 10 renders about as quickly as depth 8 used to. Very unoptimized and lots of work to do as always but it's a nice start.pic.twitter.com/hvkRYPeaT6
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