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

17,816 次观看 • 2 年前 •via X (Twitter)

11 条评论

cgwiki 的头像
cgwiki2 年前

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

Max Liani 的头像
Max Liani2 年前

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

SimonA 的头像
SimonA2 年前

That looks great! Love seeing the progress

V K Samhith 的头像
V K Samhith2 年前

What is this?

Max Liani 的头像
Max Liani2 年前

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 的头像
Remko Jacobs2 年前

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

Max Liani 的头像
Max Liani2 年前

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 🇯🇵 的头像
Vlad Erium 🇯🇵2 年前

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

Max Liani 的头像
Max Liani2 年前

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 的头像
Tolga Yildiz2 年前

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

Max Liani 的头像
Max Liani2 年前

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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