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First super-naive implementation of texturing is done. From here, it can only get better! :D

17,816 Aufrufe • vor 2 Jahren •via X (Twitter)

11 Kommentare

Profilbild von cgwiki
cgwikivor 2 Jahren

You forgot to include the download link for the .exe... ;) Looks amazing Max, as always!

Profilbild von Max Liani
Max Lianivor 2 Jahren

I left clues to find the exe, one is an inscription in the shield of Sir Richard… 🤭

Profilbild von SimonA
SimonAvor 2 Jahren

That looks great! Love seeing the progress

Profilbild von V K Samhith
V K Samhithvor 2 Jahren

What is this?

Profilbild von Max Liani
Max Lianivor 2 Jahren

You are looking at a hobby project called Workbench where I develop graphics stuff, mostly orbiting around a path tracer viewport. Scroll back into my older post to see how the project is evolving.

Profilbild von Remko Jacobs
Remko Jacobsvor 2 Jahren

Looking good! What are the things you are thinking about to improve it?

Profilbild von Max Liani
Max Lianivor 2 Jahren

I should probably implement tiled pyramids with on demand texture conversion (from input file formats) and caching. I could implement texture streaming for tiles to get the system to scale to proper datasets. But to get any of that, I first must implement derivatives…

Profilbild von Vlad Erium 🇯🇵
Vlad Erium 🇯🇵vor 2 Jahren

Textures loading and out of core. Tenths or even hundreds of 4~8K UDIM textures are not so rare…

Profilbild von Max Liani
Max Lianivor 2 Jahren

The Glimpse production renderer (one of my past designs) was crunching tens of thousands of those high res textures in a shot, like it was nothing. But it’s much harder to achieve that on the GPU.

Profilbild von Tolga Yildiz
Tolga Yildizvor 2 Jahren

Do you generate UVs procedurally or is there like a separate UV map you are using?

Profilbild von Max Liani
Max Lianivor 2 Jahren

It’s a mesh renderer, geometry provides a vertex or facevarying texture manifold the traditional way. It would be up to some modeling function to produce the parametrization

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