Piyush Verma

@pixelsnafu

Just another Graphics Programmer who probably thinks he knows more than he actually does. Also, a heavy metal nerd.

Vrijeme pridruživanja: studeni 2009.

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  1. Prikvačeni tweet
    2. velj

    I compiled a small list of resources I found very helpful while figuring out clouds scattering. If you know of any other useful resources for real-time clouds, pls let me know. I'd love to add them to the list. I hope someone will find this useful. :)

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  2. proslijedio/la je Tweet
    prije 10 sati

    Ever wonder why baked normal maps just don't look quite right in Unity? I did, so I decided to find out why.

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  3. prije 17 sati
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  4. proslijedio/la je Tweet

    While it may appear like the backgrounds in Super Mario Bros. are made out of individually placed elements, there are in fact only 3 different pre-made backgrounds, seen in levels 1-1, 1-3 and 2-1. By changing a single byte in the game's code, any level can assume any background.

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  5. prije 22 sata
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  6. proslijedio/la je Tweet
    2. velj

    Is it really thought that the 2007 paper was the first real-time SSS approach? I know myself and others were doing it many years before. This one's from 2003 using SH, that also had a good thickness approximation - source is in the same github repo.

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  7. 2. velj
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  8. 1. velj
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  9. 1. velj

    Improved cloud lighting in my shader, looks a bit better now imo. Probably gonna unify the lighting with the sky colors next, and maybe improve perf a bit which is still crap! 😅

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  10. proslijedio/la je Tweet
    30. sij

    We’ve released the new version of our Vulkan ray tracing tutorial! This shows you how to modify a rasterizer to use ray tracing, and has eight sub-tutorials about antialiasing, transparency, reflection, animation, procedural shapes, SBTs, and more!

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  11. proslijedio/la je Tweet
    29. sij
    Odgovor korisnicima
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  12. 29. sij
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  13. 29. sij

    Been trying figure out the scatter integral math behind volumetric clouds since the last few weeks and trying to implement it. Here's my first attempt (still an early stage wip & perf is crap 😅):

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  14. proslijedio/la je Tweet
    26. sij
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  15. 26. sij

    You'd think this is satire, but it's actually not. 🤦‍♂️🤦‍♂️🤦‍♂️

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  16. proslijedio/la je Tweet
    25. sij

    Check out the Game Task Scheduler (GTS). It's a C++ game task scheduling framework for multicore CPU platforms. I would really love to hear your experience with it.

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  17. proslijedio/la je Tweet
    23. sij

    Arseny's () post "Learning from data" about vertex cache optimization/compression tuning is great.

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  18. proslijedio/la je Tweet
    23. sij

    This post describes a normal from depth technique that uses extrapolation of depth values to achieve higher quality reconstruction. Extrapolation of depth values can also be useful when conservatively downsampling depth buffers.

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  19. proslijedio/la je Tweet
    23. sij

    Added a fluid VAT (Vertex Animation Texture) example with Unity Shader Graph.

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  20. proslijedio/la je Tweet
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