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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

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

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

That looks great! Love seeing the progress

What is this?

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.

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

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…

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

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.

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

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

