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Finished implementing diffuse and specular image-based ambient lighting, and things are looking a lot nicer. This is still without any shadows or AO, so that's next! I also switched to using ACES for tonemapping, which is similar to what I had before but seems a bit nicer.

33,333 次观看 • 1 年前 •via X (Twitter)

11 条评论

rob 的头像
rob1 年前

Whats your stack what's your stack? Are you building this with WebGPU and WGSL, Rust or C++? custom shading and pipeline passes?

Mike Turitzin 的头像
Mike Turitzin1 年前

I'm using WebGPU (but only really targeting native) via Dawn and C++. The engine is fully custom from the ground up, but with some helpful libraries (like Dawn, Dear ImGui, etc.)

SNARE JORDON THE SNARECROW 的头像
SNARE JORDON THE SNARECROW1 年前

Ok now add the asmr sticky sound 🔥

test 的头像
test1 年前

ACES is nice. What were you using before?

Mike Turitzin 的头像
Mike Turitzin1 年前

I didn't know much about tonemapping and just slotted in one from this old article to start:

big floppa 的头像
big floppa1 年前

How are you subtracting the spheres from the surface without creating a very large number of volumes that would slow down the rendering?

Mike Turitzin 的头像
Mike Turitzin1 年前

It is creating a large number of SDF "operations" (as I call them). I'm baking the SDF to volume texture "bricks" so having more operations does slow down (re)baking but not rendering.

idovelemon 的头像
idovelemon1 年前

How do you do IBL ambient lighting, prefilter cubemap? And all the scene looks like rendering with SDF?

Mike Turitzin 的头像
Mike Turitzin1 年前

Yeah, I'm doing pretty standard stuff - prefiltering a cubemap once for diffuse, and once for specular. And yes, all geometry is SDF.

Viktor Fejes 的头像
Viktor Fejes1 年前

Sometimes I find ACES tonemapping to be oversaturated, other times I love it

Mike Turitzin 的头像
Mike Turitzin1 年前

I will admit I do like the look of saturated darks in particular.

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