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

17,816 views • 2 years ago •via X (Twitter)

11 Comments

cgwiki's profile picture
cgwiki2 years ago

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

Max Liani's profile picture
Max Liani2 years ago

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

SimonA's profile picture
SimonA2 years ago

That looks great! Love seeing the progress

V K Samhith's profile picture
V K Samhith2 years ago

What is this?

Max Liani's profile picture
Max Liani2 years ago

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.

Remko Jacobs's profile picture
Remko Jacobs2 years ago

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

Max Liani's profile picture
Max Liani2 years ago

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…

Vlad Erium 🇯🇵's profile picture
Vlad Erium 🇯🇵2 years ago

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

Max Liani's profile picture
Max Liani2 years ago

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.

Tolga Yildiz's profile picture
Tolga Yildiz2 years ago

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

Max Liani's profile picture
Max Liani2 years ago

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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